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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.113 by root, Tue Jul 10 05:51:38 2007 UTC vs.
Revision 1.185 by root, Mon Jan 12 19:12:16 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <cmath> 24#include <cmath>
25 25
26#include <global.h> 26#include <global.h>
53 * subtype 5: arch or race 53 * subtype 5: arch or race
54 * subtype 7: all three 54 * subtype 7: all three
55 */ 55 */
56 if (op->subtype) 56 if (op->subtype)
57 { 57 {
58 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
61 } 61 }
62 else 62 else
63 { 63 {
64 arch_flag = 1; 64 arch_flag = 1;
65 name_flag = 1; 65 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
93 */ 93 */
94static int 94static int
95apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
96{ 96{
97 object *id, *marked; 97 dynbuf_text buf;
98 int success = 0;
99 98
100 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
101 return 0; 100 return 0;
102 101
103 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
105 */ 104 */
106 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
107 return 0; 106 return 0;
108 107
109 marked = find_marked_object (pl);
110 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
111 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
112 */ 110 */
111 if (object *marked = find_marked_object (pl))
113 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 { 113 {
115 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
116 { 115 {
117 identify (marked); 116 identify (marked);
118 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 119 if (marked->msg)
120 { 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
122 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
123 } 123 }
124 return money == NULL;
125 } 124 }
126 }
127 125
128 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
129 { 127 {
130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
131 { 129 {
132 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
133 { 131 {
134 identify (id); 132 identify (id);
135 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\r", long_desc (id, pl));
136 if (id->msg) 135 if (id->msg)
137 { 136 buf << "The item has a story:\r" << id->msg << "\n\n";
138 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
139 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success = 1;
142 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
143 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
144 break; 140 break;
145 } 141 }
146 else 142 else
147 { 143 {
148 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
149 break; 145 break;
150 } 146 }
151 } 147 }
152 } 148 }
153 if (!success) 149
154 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return money == NULL; 155 return !money;
156} 156}
157 157
158/** 158/**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item. 160 * matching item.
161 **/ 161 **/
162static void 162void
163handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
164{ 164{
165 const char *yield; 165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 167}
186 168
187/** 169/**
188 * Handles applying a potion. 170 * Handles applying a potion.
189 */ 171 */
195 177
196 floor = GET_MAP_OB (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
197 179
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 { 181 {
200 if (op->type == PLAYER)
201 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
202 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0; 185 return 0;
204 } 186 }
205 187
206 if (op->type == PLAYER) 188 if (op->type == PLAYER)
217 199
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 201 {
220 op->drain_stat (); 202 op->drain_stat ();
221 op->update_stats (); 203 op->update_stats ();
222 decrease_ob (tmp); 204 tmp->decrease ();
223 return 1; 205 return 1;
224 } 206 }
225 207
226 if (!(at = archetype::find (ARCH_DEPLETION))) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
227 { 209 {
228 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 211 return 0;
230 } 212 }
213
231 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
232 215
233 if (depl) 216 if (depl)
234 { 217 {
235 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i)) 219 if (depl->stats.stat (i))
237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 220 op->statusmsg (restore_msg[i]);
238 221
239 depl->destroy (); 222 depl->destroy ();
240 op->update_stats (); 223 op->update_stats ();
241 } 224 }
242 else 225 else
243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
244 227
245 decrease_ob (tmp); 228 tmp->decrease ();
246 return 1; 229 return 1;
247 } 230 }
248 231
249 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 { 234 {
252 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
253 { 236 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 238 {
256 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
257 { 240 {
258 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
259 break; 242 break;
260 } 243 }
244
261 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
262 { 246 {
263 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
264 break; 248 break;
265 } 249 }
250
266 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
267 { 252 {
268 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
269 break; 254 break;
270 } 255 }
274 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
275 { 260 {
276 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
277 break; 262 break;
278 } 263 }
264
279 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
280 { 266 {
281 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
282 break; 268 break;
283 } 269 }
270
284 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
285 { 272 {
286 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
287 break; 274 break;
288 } 275 }
296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
297 { 284 {
298 if (got_one) 285 if (got_one)
299 { 286 {
300 op->update_stats (); 287 op->update_stats ();
301 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 288 op->statusmsg ("The Gods smile upon you and remake you "
302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 289 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
304 } 291 }
305 else 292 else
306 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 293 op->statusmsg ("The potion had no effect - you are already perfect.");
307 } 294 }
308 else 295 else
309 { /* cursed potion */ 296 { /* cursed potion */
310 if (got_one) 297 if (got_one)
311 { 298 {
312 op->update_stats (); 299 op->update_stats ();
313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
314 } 301 }
315 else 302 else
316 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
317 } 304 }
318 305
319 decrease_ob (tmp); 306 tmp->decrease ();
320 return 1; 307 return 1;
321 } 308 }
322 309
323 310
324 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
330 { 317 {
331 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
332 { 319 {
333 object *fball; 320 object *fball;
334 321
335 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 322 op->failmsg ("Yech! Your lungs are on fire!");
323
336 /* Explodes a fireball centered at player */ 324 /* Explodes a fireball centered at player */
337 fball = get_archetype (EXPLODING_FIREBALL); 325 fball = get_archetype (EXPLODING_FIREBALL);
338 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
339 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
340 fball->x = op->x; 328 fball->x = op->x;
342 insert_ob_in_map (fball, op->map, NULL, 0); 330 insert_ob_in_map (fball, op->map, NULL, 0);
343 } 331 }
344 else 332 else
345 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
346 334
347 decrease_ob (tmp); 335 tmp->decrease ();
336
348 /* if youre dead, no point in doing this... */ 337 /* if youre dead, no point in doing this... */
349 if (!QUERY_FLAG (op, FLAG_REMOVED)) 338 if (!QUERY_FLAG (op, FLAG_REMOVED))
350 op->update_stats (); 339 op->update_stats ();
340
351 return 1; 341 return 1;
352 } 342 }
353 343
354 /* Deal with protection potions */ 344 /* Deal with protection potions */
355 force = NULL; 345 force = NULL;
357 { 347 {
358 if (tmp->resist[i]) 348 if (tmp->resist[i])
359 { 349 {
360 if (!force) 350 if (!force)
361 force = get_archetype (FORCE_NAME); 351 force = get_archetype (FORCE_NAME);
352
362 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
363 force->type = POTION_EFFECT; 354 force->type = POTION_EFFECT;
364 break; /* Only need to find one protection since we copy entire batch */ 355 break; /* Only need to find one protection since we copy entire batch */
365 } 356 }
366 } 357 }
358
367 /* This is a protection potion */ 359 /* This is a protection potion */
368 if (force) 360 if (force)
369 { 361 {
370 /* cursed items last longer */ 362 /* cursed items last longer */
371 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
379 force->speed_left = -1; 371 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op); 372 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED); 373 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED); 374 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force); 375 change_abil (op, force);
384 decrease_ob (tmp); 376 tmp->decrease ();
385 return 1; 377 return 1;
386 } 378 }
387 379
388 /* Only thing left are the stat potions */ 380 /* Only thing left are the stat potions */
389 if (op->type == PLAYER) 381 if (op->type == PLAYER)
390 { /* only for players */ 382 { /* only for players */
391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 384 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else 385 else
394 SET_FLAG (tmp, FLAG_APPLIED); 386 SET_FLAG (tmp, FLAG_APPLIED);
387
395 if (!change_abil (op, tmp)) 388 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 389 op->statusmsg ("Nothing happened.");
397 } 390 }
398 391
399 /* CLEAR_FLAG is so that if the character has other potions 392 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his 393 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears 394 * stat will not be raised by them. fix_player just clears
402 * up all the stats. 395 * up all the stats.
403 */ 396 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED); 397 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats (); 398 op->update_stats ();
406 decrease_ob (tmp); 399 tmp->decrease ();
407 return 1; 400 return 1;
408} 401}
409 402
410/**************************************************************************** 403/****************************************************************************
411 * Weapon improvement code follows 404 * Weapon improvement code follows
413 406
414/** 407/**
415 * This returns the sum of nrof of item (arch name). 408 * This returns the sum of nrof of item (arch name).
416 */ 409 */
417static int 410static int
418check_item (object *op, const char *item) 411check_item (object *op, shstr_cmp item)
419{ 412{
420 int count = 0; 413 int count = 0;
421 414
422 415 if (!item)
423 if (item == NULL)
424 return 0; 416 return 0;
425 417
426 op = op->below; 418 for (op = op->below; op; op = op->below)
427 while (op != NULL)
428 {
429 if (strcmp (op->arch->archname, item) == 0) 419 if (op->arch->archname == item)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 420 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 421 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof; 422 count += op->number_of ();
438 }
439 }
440
441 op = op->below;
442 }
443 423
444 return count; 424 return count;
445} 425}
446 426
447/** 427/**
449 * op is typically the player, which is only 429 * op is typically the player, which is only
450 * really used to determine what space to look at. 430 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 431 * Modified to only eat 'nrof' of objects.
452 */ 432 */
453static void 433static void
454eat_item (object *op, const char *item, uint32 nrof) 434eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 435{
456 object *prev; 436 object *prev;
457 437
458 prev = op; 438 prev = op;
459 op = op->below; 439 op = op->below;
460 440
461 while (op != NULL) 441 while (op)
462 { 442 {
463 if (strcmp (op->arch->archname, item) == 0) 443 if (op->arch->archname == item)
464 { 444 {
465 if (op->nrof >= nrof) 445 if (op->nrof >= nrof)
466 { 446 {
467 decrease_ob_nr (op, nrof); 447 op->decrease (nrof);
468 return; 448 return;
469 } 449 }
470 else 450 else
471 { 451 {
472 decrease_ob_nr (op, op->nrof); 452 op->decrease (nrof);
473 nrof -= op->nrof; 453 nrof -= op->nrof;
474 } 454 }
455
475 op = prev; 456 op = prev;
476 } 457 }
458
477 prev = op; 459 prev = op;
478 op = op->below; 460 op = op->below;
479 } 461 }
480} 462}
481 463
487 * we return 1 (true) if the player can use the weapon. 469 * we return 1 (true) if the player can use the weapon.
488 */ 470 */
489static int 471static int
490check_weapon_power (const object *who, int improvs) 472check_weapon_power (const object *who, int improvs)
491{ 473{
492
493/* Old code is below (commented out). Basically, since weapons are the only 474/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to 475 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level. 476 * require high level in some combat skill, so we just use overall level.
496 */ 477 */
497#if 1 478#if 1
538static int 519static int
539check_sacrifice (object *op, const object *improver) 520check_sacrifice (object *op, const object *improver)
540{ 521{
541 int count = 0; 522 int count = 0;
542 523
543 if (improver->slaying != NULL) 524 if (improver->slaying)
544 { 525 {
545 count = check_item (op, improver->slaying); 526 count = check_item (op, improver->slaying);
546 if (count < 1) 527 if (count < 1)
547 { 528 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 529 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 530 return 0;
553 } 531 }
554 } 532 }
555 else 533 else
556 count = 1; 534 count = 1;
559} 537}
560 538
561/** 539/**
562 * Actually improves the weapon, and tells user. 540 * Actually improves the weapon, and tells user.
563 */ 541 */
564int 542static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 543improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 544{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 545 stat += sacrifice_count;
570 weapon->last_eat++; 546 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 547 improver->decrease ();
572 decrease_ob (improver);
573 548
574 /* So it updates the players stats and the window */ 549 /* So it updates the players stats and the window */
575 op->update_stats (); 550 op->update_stats ();
551
552 op->statusmsg (format (
553 "Your sacrifice was accepted.\n"
554 "Weapon's bonus to %s improved by %d.",
555 statname, sacrifice_count
556 ));
557
576 return 1; 558 return 1;
577} 559}
578 560
579/* Types of improvements, hidden in the sp field. */ 561/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 562#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 563#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 564#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 565#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 566#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 567#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 568#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 569#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 570#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 571#define IMPROVE_INT 10
590#define IMPROVE_POW 11 572#define IMPROVE_POW 11
591
592 573
593/** 574/**
594 * This does the prepare weapon scroll. 575 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 576 * Checks for sacrifice, and so on.
596 */ 577 */
597
598int 578int
599prepare_weapon (object *op, object *improver, object *weapon) 579prepare_weapon (object *op, object *improver, object *weapon)
600{ 580{
601 int sacrifice_count, i; 581 int sacrifice_count, i;
602 char buf[MAX_BUF]; 582 char buf[MAX_BUF];
603 583
604 if (weapon->level != 0) 584 if (weapon->level != 0)
605 { 585 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 586 op->failmsg ("Weapon is already prepared!");
607 return 0; 587 return 0;
608 } 588 }
589
609 for (i = 0; i < NROFATTACKS; i++) 590 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 591 if (weapon->resist[i])
611 break; 592 break;
612 593
613 /* If we break out, i will be less than nrofattacks, preventing 594 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 597 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 599 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 600 weapon->stats.ac) /* AC - only taifu's I think */
620 { 601 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 602 op->failmsg ("You cannot prepare magic weapons. "
603 "H<A weapon is considered magical if it changes regeneration, "
604 "speed or ac, or has other protections.>");
622 return 0; 605 return 0;
623 } 606 }
607
624 sacrifice_count = check_sacrifice (op, improver); 608 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 609 if (sacrifice_count <= 0)
626 return 0; 610 return 0;
611
627 weapon->level = isqrt (sacrifice_count); 612 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 613 eat_item (op, improver->slaying, sacrifice_count);
630 614
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 615 op->statusmsg (format (
616 "Your sacrifice was accepted."
617 "Your *%s may be improved %d times.",
618 &weapon->name, weapon->level
619 ));
632 620
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 621 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 622 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 623 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 624 slot at once! */
637 decrease_ob (improver); 625 improver->decrease ();
638 weapon->last_eat = 0; 626 weapon->last_eat = 0;
639 return 1; 627 return 1;
640} 628}
641
642 629
643/** 630/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 631 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 632 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 633 * Returns 0 if it was not able to work for some reason.
655improve_weapon (object *op, object *improver, object *weapon) 642improve_weapon (object *op, object *improver, object *weapon)
656{ 643{
657 int sacrifice_count, sacrifice_needed = 0; 644 int sacrifice_count, sacrifice_needed = 0;
658 645
659 if (improver->stats.sp == IMPROVE_PREPARE) 646 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 647 return prepare_weapon (op, improver, weapon);
662 } 648
663 if (weapon->level == 0) 649 if (weapon->level == 0)
664 { 650 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 651 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 652 return 0;
667 } 653 }
654
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 655 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 { 656 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 657 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 658 return 0;
672 } 659 }
660
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 661 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674 { 662 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 663 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 664 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 665 "really want to improve it.");
678 return 0; 666 return 0;
679 } 667 }
668
680 /* This just increases damage by 5 points, no matter what. No sacrifice 669 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 670 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 671 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 672 * weapon can be improved.
684 */ 673 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 674 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 675 {
687 weapon->stats.dam += 5; 676 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 677 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 678 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 679 weapon->last_eat++;
691 680
692 weapon->item_power++; 681 weapon->item_power++;
693 decrease_ob (improver); 682 improver->decrease ();
694 return 1; 683 return 1;
695 } 684 }
685
696 if (improver->stats.sp == IMPROVE_WEIGHT) 686 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 687 {
698 /* Reduce weight by 20% */ 688 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 689 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 690 if (weapon->weight < 1)
701 weapon->weight = 1; 691 weapon->weight = 1;
692
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 693 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 694 weapon->last_eat++;
704 weapon->item_power++; 695 weapon->item_power++;
705 decrease_ob (improver); 696 improver->decrease ();
706 return 1; 697 return 1;
707 } 698 }
699
708 if (improver->stats.sp == IMPROVE_ENCHANT) 700 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 701 {
710 weapon->magic++; 702 weapon->magic++;
711 weapon->last_eat++; 703 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 704 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 705 improver->decrease ();
714 weapon->item_power++; 706 weapon->item_power++;
715 return 1; 707 return 1;
716 } 708 }
717 709
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 710 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 715 sacrifice_needed *= 2;
724 716
725 sacrifice_count = check_sacrifice (op, improver); 717 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 718 if (sacrifice_count < sacrifice_needed)
727 { 719 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 720 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 721 return 0;
730 } 722 }
723
731 eat_item (op, improver->slaying, sacrifice_needed); 724 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 725 weapon->item_power++;
733 726
734 switch (improver->stats.sp) 727 switch (improver->stats.sp)
735 { 728 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 729 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 730 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 731 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 732 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 733 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 734 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 735 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 736 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 737 op->failmsg ("Unknown improvement type.");
752 } 738 }
739
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 740 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 741 return 0;
755} 742}
756 743
757/** 744/**
767 if (op->type != PLAYER) 754 if (op->type != PLAYER)
768 return 0; 755 return 0;
769 756
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 757 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 758 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 759 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 760 return 0;
774 } 761 }
775 762
776 otmp = find_marked_object (op); 763 otmp = find_marked_object (op);
764
777 if (!otmp) 765 if (!otmp)
778 { 766 {
779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 767 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
780 return 0; 768 return 0;
781 } 769 }
782 770
783 if (otmp->type != WEAPON && otmp->type != BOW) 771 if (otmp->type != WEAPON && otmp->type != BOW)
784 { 772 {
785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 773 op->failmsg ("Marked item is not a weapon or bow!");
786 return 0; 774 return 0;
787 } 775 }
788 776
789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 777 op->statusmsg ("Applied weapon builder.");
778
790 improve_weapon (op, tmp, otmp); 779 improve_weapon (op, tmp, otmp);
791 esrv_send_item (op, otmp); 780 esrv_send_item (op, otmp);
792 return 1; 781 return 1;
793} 782}
794 783
819{ 808{
820 object *tmp; 809 object *tmp;
821 810
822 if (armour->magic >= settings.armor_max_enchant) 811 if (armour->magic >= settings.armor_max_enchant)
823 { 812 {
824 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 813 op->failmsg ("This armour can not be enchanted any further!");
825 return 0; 814 return 0;
826 } 815 }
816
827 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 817 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
828 * etc), so take the easy way out and don't worry about it. 818 * etc), so take the easy way out and don't worry about it.
829 * Note - maybe add scrolls which make the random artifact versions (eg, armour 819 * Note - maybe add scrolls which make the random artifact versions (eg, armour
830 * of gnarg and what not?) 820 * of gnarg and what not?)
831 */ 821 */
832 if (armour->title) 822 if (armour->title)
833 { 823 {
834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 824 op->failmsg ("This armour will not accept further enchantment.");
835 return 0; 825 return 0;
836 } 826 }
837 827
838 /* Split objects if needed. Can't insert tmp until the 828 /* Split objects if needed. Can't insert tmp until the
839 * end of this function - otherwise it will just re-merge. 829 * end of this function - otherwise it will just re-merge.
840 */ 830 */
841 if (armour->nrof > 1) 831 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
842 tmp = get_split_ob (armour, armour->nrof - 1);
843 else
844 tmp = NULL;
845 832
846 armour->magic++; 833 armour->magic++;
847 834
848 if (!settings.armor_speed_linear) 835 if (!settings.armor_speed_linear)
849 { 836 {
886 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 873 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
887 874
888 if (op->type == PLAYER) 875 if (op->type == PLAYER)
889 { 876 {
890 esrv_send_item (op, armour); 877 esrv_send_item (op, armour);
878
891 if (QUERY_FLAG (armour, FLAG_APPLIED)) 879 if (QUERY_FLAG (armour, FLAG_APPLIED))
892 op->update_stats (); 880 op->update_stats ();
893 } 881 }
894 decrease_ob (improver); 882
883 improver->decrease ();
884
895 if (tmp) 885 if (tmp)
896 { 886 op->insert (tmp);
897 insert_ob_in_ob (tmp, op); 887
898 esrv_send_item (op, tmp);
899 }
900 return 1; 888 return 1;
901} 889}
902
903 890
904/* 891/*
905 * convert_item() returns 1 if anything was converted, 0 if the item was not 892 * convert_item() returns 1 if anything was converted, 0 if the item was not
906 * what the converter wants, -1 if the converter is broken. 893 * what the converter wants, -1 if the converter is broken.
907 */ 894 *
908#define CONV_FROM(xyz) xyz->slaying
909#define CONV_TO(xyz) xyz->other_arch
910#define CONV_NR(xyz) xyz->stats.sp
911#define CONV_NEED(xyz) xyz->stats.food
912
913/* Takes one items and makes another. 895 * Takes one type of items and makes another.
914 * converter is the object that is doing the conversion. 896 * converter is the object that is doing the conversion.
915 * item is the object that triggered the converter - if it is not 897 * item is the object that triggered the converter - if it is not
916 * what the converter wants, this will not do anything. 898 * what the converter wants, this will not do anything.
917 */ 899 */
918int 900static int
919convert_item (object *item, object *converter) 901convert_item (object *item, object *converter)
920{ 902{
921 int nr = 0;
922 uint32 price_in; 903 sint64 nr, price_in;
904
905 if (item->flag [FLAG_UNPAID])
906 return 0;
907
908 shstr conv_from = converter->slaying;
909 archetype *conv_to = converter->other_arch;
910 sint64 need = converter->stats.food;
911 sint64 give = converter->stats.sp;
923 912
924 /* We make some assumptions - we assume if it takes money as it type, 913 /* We make some assumptions - we assume if it takes money as it type,
925 * it wants some amount. We don't make change (ie, if something costs 914 * it wants some amount. We don't make change (ie, if something costs
926 * 3 gp and player drops a platinum, tough luck) 915 * 3 gp and player drops a platinum, tough luck)
927 */ 916 */
928 if (!strcmp (CONV_FROM (converter), "money")) 917 if (conv_from == shstr_money)
929 { 918 {
930 int cost;
931
932 if (item->type != MONEY) 919 if (item->type != MONEY)
933 return 0; 920 return 0;
934 921
935 nr = (item->nrof * item->value) / CONV_NEED (converter); 922 nr = sint64 (item->nrof) * item->value / need;
936 if (!nr) 923 if (!nr)
937 return 0; 924 return 0;
938 cost = nr * CONV_NEED (converter) / item->value; 925
939 /* take into account rounding errors */ 926 converter->play_sound (sound_find ("shop_buy"));
940 if (nr * CONV_NEED (converter) % item->value) 927
941 cost++; 928 sint64 cost = (nr * need + item->value - 1) / item->value;
942 decrease_ob_nr (item, cost); 929
930 item->decrease (cost);
943 931
944 price_in = cost * item->value; 932 price_in = cost * item->value;
945 } 933 }
946 else 934 else
947 { 935 {
948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 936 if (item->type == PLAYER
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 937 || conv_from != item->arch->archname
938 || (need && need > (uint16) item->nrof))
950 return 0; 939 return 0;
951 940
952 if (CONV_NEED (converter)) 941 converter->play_sound (sound_find ("convert_item"));
942
943 if (need)
953 { 944 {
954 nr = item->nrof / CONV_NEED (converter); 945 nr = sint64 (item->nrof) / need;
955 decrease_ob_nr (item, nr * CONV_NEED (converter)); 946 item->decrease (nr * need);
956 price_in = nr * CONV_NEED (converter) * item->value; 947 price_in = nr * need * item->value;
957 } 948 }
958 else 949 else
959 { 950 {
960 price_in = item->value; 951 price_in = item->value;
961 item->destroy (); 952 item->destroy ();
962 } 953 }
963 } 954 }
964 955
965 if (converter->inv != NULL) 956 if (converter->inv)
966 { 957 {
967 object *ob; 958 object *ob;
968 int i; 959 int i;
969 object *ob_to_copy; 960 object *ob_to_copy;
970 961
971 /* select random object from inventory to copy */ 962 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv; 963 ob_to_copy = converter->inv;
973 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 964 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974 {
975 if (rndm (0, i) == 0) 965 if (rndm (0, i) == 0)
976 {
977 ob_to_copy = ob; 966 ob_to_copy = ob;
978 } 967
979 } 968 item = ob_to_copy->deep_clone ();
980 item = object_create_clone (ob_to_copy);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 969 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE); 970 unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 } 971 }
984 else 972 else
985 { 973 {
986 if (converter->other_arch == NULL) 974 if (!conv_to)
987 { 975 {
988 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 976 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
989 &converter->name, &converter->map->path, converter->x, converter->y); 977 &converter->name, &converter->map->path, converter->x, converter->y);
990 return -1; 978 return -1;
991 } 979 }
992 980
993 item = object_create_arch (converter->other_arch); 981 item = object_create_arch (conv_to);
994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 982 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 } 983 }
996 984
997 if (CONV_NR (converter)) 985 if (give)
998 item->nrof = CONV_NR (converter); 986 item->nrof = give;
987
999 if (nr) 988 if (nr)
1000 item->nrof *= nr; 989 item->nrof *= nr;
1001 if (is_in_shop (converter)) 990
991 if (converter->flag [FLAG_PRECIOUS])
1002 SET_FLAG (item, FLAG_UNPAID); 992 SET_FLAG (item, FLAG_UNPAID);
993
994 if (is_in_shop (converter))
995 {
996 // converters on shop floors don't work anymore, bug lets check for it
997 // and report in case someone still does it.
998 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
999 converter->debug_desc ());
1000 SET_FLAG (item, FLAG_UNPAID);
1001 }
1003 else if (price_in < item->nrof * item->value) 1002 else if (price_in < sint64 (item->nrof) * item->value)
1004 { 1003 {
1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1004 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1005 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1007
1008 /** 1006 /**
1009 * elmex: we are going to let the game continue, as the mapcreator 1007 * elmex: we are going to let the game continue, as the mapcreator
1010 * probably had something in mind when doing this 1008 * hopefully had something in mind when doing this.
1011 */ 1009 */
1012 } 1010 }
1011
1012 // elmex: only identify if we need to, for example so that generated money doesn't
1013 // get an 'identified' flag so easily.
1014 if (need_identify (item))
1015 identify (item);
1016
1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1017 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1014 return 1; 1018 return 1;
1015} 1019}
1016 1020
1017/** 1021/**
1034 1038
1035 op->contr->last_used = 0; 1039 op->contr->last_used = 0;
1036 1040
1037 if (sack->env && sack->env != op) 1041 if (sack->env && sack->env != op)
1038 { 1042 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1043 op->failmsg ("You must put it onto the floor or into your inventory first.");
1040 return 1; 1044 return 1;
1041 } 1045 }
1042 1046
1043 // already applied == open on ground, or open in inv, or active in inv 1047 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED]) 1048 if (sack->flag [FLAG_APPLIED])
1050 return 1; 1054 return 1;
1051 } 1055 }
1052 else if (!sack->env) 1056 else if (!sack->env)
1053 { 1057 {
1054 // active, but not ours: some other player has opened it 1058 // active, but not ours: some other player has opened it
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1059 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1056 return 1; 1060 return 1;
1057 } 1061 }
1058 1062
1059 // fall through to opening it (active in inv) 1063 // fall through to opening it (active in inv)
1060 } 1064 }
1062 { 1066 {
1063 // it is in our env, so activate it, do not open yet 1067 // it is in our env, so activate it, do not open yet
1064 op->close_container (); 1068 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1; 1069 sack->flag [FLAG_APPLIED] = 1;
1066 esrv_update_item (UPD_FLAGS, op, sack); 1070 esrv_update_item (UPD_FLAGS, op, sack);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1071 op->statusmsg (format ("You ready %s.", query_name (sack)));
1068 return 1; 1072 return 1;
1069 } 1073 }
1070 1074
1071 // it's locked? 1075 // it's locked?
1072 if (sack->slaying) 1076 if (sack->slaying)
1073 { 1077 {
1074 if (object *tmp = find_key (op, op, sack)) 1078 if (object *tmp = find_key (op, op, sack))
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1079 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1076 else 1080 else
1077 { 1081 {
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1082 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1079 return 1; 1083 return 1;
1080 } 1084 }
1081 } 1085 }
1082 1086
1083 op->open_container (sack); 1087 op->open_container (sack);
1102 * with an altar. We call it a Potion - altars are stationary - it 1106 * with an altar. We call it a Potion - altars are stationary - it
1103 * is up to map designers to use them properly. 1107 * is up to map designers to use them properly.
1104 */ 1108 */
1105 if (altar->inv && altar->inv->type == SPELL) 1109 if (altar->inv && altar->inv->type == SPELL)
1106 { 1110 {
1107 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1111 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1108 cast_spell (originator, altar, 0, altar->inv, NULL); 1112 cast_spell (originator, altar, 0, altar->inv, NULL);
1109 /* If it is connected, push the button. Fixes some problems with 1113 /* If it is connected, push the button. Fixes some problems with
1110 * old maps. 1114 * old maps.
1111 */ 1115 */
1112 1116
1113/* push_button (altar);*/ 1117/* push_button (altar);*/
1114 } 1118 }
1115 else 1119 else
1116 { 1120 {
1117 altar->value = 1; /* works only once */ 1121 altar->value = 1; /* works only once */
1118 push_button (altar); 1122 push_button (altar, originator);
1119 } 1123 }
1120 1124
1121 return !sacrifice; 1125 return !sacrifice;
1122 } 1126 }
1123 else 1127 else
1138 double opinion; 1142 double opinion;
1139 object *tmp, *next; 1143 object *tmp, *next;
1140 1144
1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1142 1146
1143 if (op->type != PLAYER) 1147 bool has_unpaid = false;
1148
1149 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1150 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID])
1153 {
1154 has_unpaid = true;
1155 break;
1156 }
1157
1158 if (!op->is_player ())
1144 { 1159 {
1145 /* Remove all the unpaid objects that may be carried here. 1160 /* Remove all the unpaid objects that may be carried here.
1146 * This could be pets or monsters that are somehow in 1161 * This could be pets or monsters that are somehow in
1147 * the shop. 1162 * the shop.
1148 */ 1163 */
1152 1167
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1168 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 { 1169 {
1155 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1170 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1156 1171
1172 if (i >= 0)
1157 tmp->remove (); 1173 tmp->move (i);
1158
1159 if (i == -1)
1160 i = 0;
1161
1162 tmp->map = op->map;
1163 tmp->x = op->x + freearr_x[i];
1164 tmp->y = op->y + freearr_y[i];
1165 insert_ob_in_map (tmp, op->map, op, 0);
1166 } 1174 }
1167 } 1175 }
1168 1176
1169 /* Don't teleport things like spell effects */ 1177 /* Don't teleport things like spell effects */
1170 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1178 if (QUERY_FLAG (op, FLAG_NO_PICK))
1173 /* unpaid objects, or non living objects, can't transfer by 1181 /* unpaid objects, or non living objects, can't transfer by
1174 * shop mats. Instead, put it on a nearby space. 1182 * shop mats. Instead, put it on a nearby space.
1175 */ 1183 */
1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1184 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177 { 1185 {
1178
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1186 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1180 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1187 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181 1188
1182 if (i != -1) 1189 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1190 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1184 1191
1185 return 0; 1192 return 0;
1186 } 1193 }
1194
1187 /* Removed code that checked for multipart objects - it appears that 1195 /* Removed code that checked for multipart objects - it appears that
1188 * the teleport function should be able to handle this just fine. 1196 * the teleport function should be able to handle this just fine.
1189 */ 1197 */
1190 rv = teleport (shop_mat, SHOP_MAT, op); 1198 rv = teleport (shop_mat, SHOP_MAT, op);
1191 } 1199 }
1192 else if (can_pay (op) && get_payment (op)) 1200 else if (can_pay (op) && get_payment (op))
1193 { 1201 {
1194 /* this is only used for players */ 1202 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op); 1203 rv = teleport (shop_mat, SHOP_MAT, op);
1196 1204
1205 if (has_unpaid)
1206 op->contr->play_sound (sound_find ("shop_buy"));
1207 else if (is_in_shop (op))
1208 op->contr->play_sound (sound_find ("shop_enter"));
1209 else
1210 op->contr->play_sound (sound_find ("shop_leave"));
1211
1197 if (shop_mat->msg) 1212 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1213 op->statusmsg (shop_mat->msg);
1199 /* This check below is a bit simplistic - generally it should be correct, 1214 /* This check below is a bit simplistic - generally it should be correct,
1200 * but there is never a guarantee that the bottom space on the map is 1215 * but there is never a guarantee that the bottom space on the map is
1201 * actually the shop floor. 1216 * actually the shop floor.
1202 */ 1217 */
1203 else if (!rv && !is_in_shop (op)) 1218 else if (!rv && !is_in_shop (op))
1204 { 1219 {
1205 opinion = shopkeeper_approval (op->map, op); 1220 opinion = shopkeeper_approval (op->map, op);
1206 1221
1207 if (opinion > 0.9) 1222 op->statusmsg (
1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1223 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1209 else if (opinion > 0.75) 1224 : opinion >= 0.75 ? "The shopkeeper waves to you."
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1225 : opinion >= 0.50 ? "The shopkeeper ignores you."
1211 else if (opinion > 0.5) 1226 : "The shopkeeper glares at you with contempt."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else 1227 );
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 } 1228 }
1216 } 1229 }
1217 else 1230 else
1218 { 1231 {
1219 /* if we get here, a player tried to leave a shop but was not able 1232 /* if we get here, a player tried to leave a shop but was not able
1220 * to afford the items he has. We try to move the player so that 1233 * to afford the items he has. We try to move the player so that
1221 * they are not on the mat anymore 1234 * they are not on the mat anymore
1222 */ 1235 */
1223 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1236 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224 1237
1225 if (i == -1) 1238 if (i == -1)
1226 {
1227 LOG (llevError, "Internal shop-mat problem.\n"); 1239 LOG (llevError, "Internal shop-mat problem.\n");
1228 }
1229 else 1240 else
1230 { 1241 {
1231 op->remove (); 1242 op->remove ();
1232 op->x += freearr_x[i]; 1243 op->x += freearr_x[i];
1233 op->y += freearr_y[i]; 1244 op->y += freearr_y[i];
1243 * Handles applying a sign. 1254 * Handles applying a sign.
1244 */ 1255 */
1245static void 1256static void
1246apply_sign (object *op, object *sign, int autoapply) 1257apply_sign (object *op, object *sign, int autoapply)
1247{ 1258{
1248 readable_message_type *msgType; 1259 if (!op->is_player())
1260 return;
1249 1261
1250 if (sign->msg == NULL) 1262 if (sign->has_dialogue ())
1251 { 1263 {
1252 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1264 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1253 return; 1265 return;
1254 } 1266 }
1255 1267
1268 if (!sign->msg)
1269 {
1270 op->contr->infobox (MSG_CHANNEL ("examine"),
1271 format ("T<%s>\n\n Nothing %sis written on it.",
1272 &sign->name,
1273 sign->name == sign->arch->name ? "" : "else "));
1274 return;
1275 }
1276
1256 if (sign->stats.food) 1277 if (sign->stats.food)
1257 { 1278 {
1258 if (sign->last_eat >= sign->stats.food) 1279 if (sign->last_eat >= sign->stats.food)
1259 { 1280 {
1260 if (!sign->move_on) 1281 if (!sign->move_on)
1261 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1282 op->failmsg ("You cannot read it anymore.");
1283
1262 return; 1284 return;
1263 } 1285 }
1264 1286
1265 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1287 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1266 sign->last_eat++; 1288 sign->last_eat++;
1271 * move_on is zero, it needs to be manually applied (doesn't talk 1293 * move_on is zero, it needs to be manually applied (doesn't talk
1272 * to us). 1294 * to us).
1273 */ 1295 */
1274 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1296 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1275 { 1297 {
1276 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1298 op->failmsg ("You are unable to read while blind!");
1277 return; 1299 return;
1278 } 1300 }
1279 1301
1280 if (op->contr) 1302 if (op->contr)
1281 if (client *ns = op->contr->ns) 1303 if (client *ns = op->contr->ns)
1282 { 1304 {
1283 msgType = get_readable_message_type (sign); 1305 if (sign->sound)
1306 ns->play_sound (sign->sound);
1307 else if (autoapply)
1308 ns->play_sound (sound_find ("msg_voice"));
1284 1309
1285 if (ns->can_msg) 1310 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1286 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1287 else
1288 {
1289 char newbuf[HUGE_BUF];
1290 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1291 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1292 }
1293 } 1311 }
1312}
1313
1314static void
1315move_apply_hole (object *trap, object *victim)
1316{
1317 /* Hole not open? */
1318 if (trap->stats.wc > 0)
1319 return;
1320
1321 /* Is this a multipart monster and not the head? If so, return.
1322 * Processing will happen if the head runs into the pit
1323 */
1324 if (victim->head)
1325 return;
1326
1327 // now find all possible locations and randomly pick one
1328 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1329 trap->range >= 3 ? SIZEOFFREE3 + 1
1330 : trap->range >= 2 ? SIZEOFFREE2 + 1
1331 : trap->range >= 1 ? SIZEOFFREE1 + 1
1332 : SIZEOFFREE0 + 1);
1333
1334 if (dir < 0)
1335 return;
1336
1337 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1338 victim->statusmsg ("You fall through the hole!", NDI_RED);
1339
1340 transfer_ob (victim,
1341 EXIT_X (trap) + freearr_x[dir],
1342 EXIT_Y (trap) + freearr_y[dir],
1343 0, victim);
1294} 1344}
1295 1345
1296/** 1346/**
1297 * 'victim' moves onto 'trap' 1347 * 'victim' moves onto 'trap'
1298 * 'victim' leaves 'trap' 1348 * 'victim' leaves 'trap'
1373 } 1423 }
1374 goto leave; 1424 goto leave;
1375 1425
1376 case BUTTON: 1426 case BUTTON:
1377 case PEDESTAL: 1427 case PEDESTAL:
1378 update_button (trap); 1428 update_button (trap, originator);
1379 goto leave; 1429 goto leave;
1380 1430
1381 case ALTAR: 1431 case ALTAR:
1382 /* sacrifice victim on trap */ 1432 /* sacrifice victim on trap */
1383 apply_altar (trap, victim, originator); 1433 apply_altar (trap, victim, originator);
1410 1460
1411 if (!trap->value) 1461 if (!trap->value)
1412 { 1462 {
1413 int tot; 1463 int tot;
1414 1464
1415 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1465 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1416 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1417 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1467 tot += ab->head_ ()->total_weight ();
1418 1468
1419 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1469 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1420 goto leave; 1470 goto leave;
1421 1471
1422 SET_ANIMATION (trap, trap->value); 1472 SET_ANIMATION (trap, trap->value);
1432 1482
1433 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1483 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1434 { 1484 {
1435 if (!sound_was_played) 1485 if (!sound_was_played)
1436 { 1486 {
1437 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1487 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1438 sound_was_played = 1; 1488 sound_was_played = 1;
1439 } 1489 }
1440 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1490
1491 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1441 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1492 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1442 } 1493 }
1443 } 1494 }
1444 goto leave; 1495 goto leave;
1445 } 1496 }
1446 1497
1447
1448 case CONVERTER: 1498 case CONVERTER:
1449 if (convert_item (victim, trap) < 0) 1499 if (convert_item (victim, trap) < 0)
1450 { 1500 {
1451 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1501 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1452 get_archetype ("burnout")->insert_at (trap, trap); 1502 archetype::get (shstr_burnout)->insert_at (trap, trap);
1453 } 1503 }
1454 1504
1455 goto leave; 1505 goto leave;
1456 1506
1457 case TRIGGER_BUTTON: 1507 case TRIGGER_BUTTON:
1467 case CHECK_INV: 1517 case CHECK_INV:
1468 check_inv (victim, trap); 1518 check_inv (victim, trap);
1469 goto leave; 1519 goto leave;
1470 1520
1471 case HOLE: 1521 case HOLE:
1472 /* Hole not open? */ 1522 move_apply_hole (trap, victim);
1473 if (trap->stats.wc > 0)
1474 goto leave;
1475
1476 /* Is this a multipart monster and not the head? If so, return.
1477 * Processing will happen if the head runs into the pit
1478 */
1479 if (victim->head)
1480 goto leave;
1481
1482 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1483 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1484 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1485 goto leave; 1523 goto leave;
1486 1524
1487 case EXIT: 1525 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap)) 1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 { 1527 {
1490 /* Basically, don't show exits leading to random maps the 1528 /* Basically, don't show exits leading to random maps the
1491 * players output. 1529 * players output.
1492 */ 1530 */
1493 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1531 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1532 victim->statusmsg (trap->msg, NDI_NAVY);
1495 1533
1534 trap->play_sound (trap->sound);
1496 victim->enter_exit (trap); 1535 victim->enter_exit (trap);
1497 } 1536 }
1498 goto leave; 1537 goto leave;
1499 1538
1500 case ENCOUNTER: 1539 case ENCOUNTER:
1522 goto leave; 1561 goto leave;
1523 1562
1524 case RUNE: 1563 case RUNE:
1525 case TRAP: 1564 case TRAP:
1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1527 {
1528 spring_trap (trap, victim); 1566 spring_trap (trap, victim);
1529 }
1530 goto leave; 1567 goto leave;
1531 1568
1532 default: 1569 default:
1533 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1570 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1534 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1548 int lev_diff; 1585 int lev_diff;
1549 object *skill_ob; 1586 object *skill_ob;
1550 1587
1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1552 { 1589 {
1553 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1590 op->failmsg ("You are unable to read while blind!");
1554 return; 1591 return;
1555 } 1592 }
1556 1593
1557 if (!tmp->msg) 1594 if (!tmp->msg)
1558 { 1595 {
1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1596 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1560 return; 1597 return;
1561 } 1598 }
1562 1599
1563 /* need a literacy skill to read stuff! */ 1600 /* need a literacy skill to read stuff! */
1564 skill_ob = find_skill_by_name (op, tmp->skill); 1601 skill_ob = find_skill_by_name (op, tmp->skill);
1565 if (!skill_ob) 1602 if (!skill_ob)
1566 { 1603 {
1567 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1604 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1568 return; 1605 return;
1569 } 1606 }
1570 1607
1571 lev_diff = tmp->level - (skill_ob->level + 5); 1608 lev_diff = tmp->level - (skill_ob->level + 5);
1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1573 { 1610 {
1574 if (lev_diff < 2) 1611 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1575 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1612 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1576 else if (lev_diff < 3) 1613 : lev_diff < 5 ? "This book is beyond your comprehension."
1577 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1614 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1578 else if (lev_diff < 5) 1615 : lev_diff < 15 ? "This book is way beyond your comprehension."
1579 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1616 : "This book is totally beyond your comprehension.");
1580 else if (lev_diff < 8)
1581 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1582 else if (lev_diff < 15)
1583 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1584 else
1585 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1586 return; 1617 return;
1587 } 1618 }
1588 1619
1589 readable_message_type *msgType = get_readable_message_type (tmp); 1620 readable_message_type *msgType = get_readable_message_type (tmp);
1590 1621
1591 if (player *pl = op->contr) 1622 if (player *pl = op->contr)
1592 if (client *ns = pl->ns) 1623 if (client *ns = pl->ns)
1593 if (ns->can_msg) 1624 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1594 {
1595 dynbuf_text buf;
1596 buf << long_desc (tmp, op)
1597 << "\n\n"
1598 << tmp->msg
1599 << '\0';
1600 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1601 }
1602 else
1603 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1604 msgType->message_type, msgType->message_subtype,
1605 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1606 long_desc (tmp, op), &tmp->msg);
1607 1625
1608 /* gain xp from reading */ 1626 /* gain xp from reading */
1609 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1627 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1610 { /* only if not read before */ 1628 { /* only if not read before */
1611 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1629 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1613 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1631 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1614 { 1632 {
1615 /*exp_gain *= 2; because they just identified it too */ 1633 /*exp_gain *= 2; because they just identified it too */
1616 SET_FLAG (tmp, FLAG_IDENTIFIED); 1634 SET_FLAG (tmp, FLAG_IDENTIFIED);
1617 1635
1618 /* If in a container, update how it looks */ 1636 if (object *pl = tmp->visible_to ())
1619 if (tmp->env)
1620 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1637 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1621 else
1622 op->contr->ns->floorbox_update ();
1623 } 1638 }
1624 1639
1625 change_exp (op, exp_gain, skill_ob->skill, 0); 1640 change_exp (op, exp_gain, skill_ob->skill, 0);
1626 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1641 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1627 } 1642 }
1632 * op is the person learning the skill, tmp is the skill scroll object 1647 * op is the person learning the skill, tmp is the skill scroll object
1633 */ 1648 */
1634static void 1649static void
1635apply_skillscroll (object *op, object *tmp) 1650apply_skillscroll (object *op, object *tmp)
1636{ 1651{
1637 switch ((int) learn_skill (op, tmp)) 1652 switch (learn_skill (op, tmp))
1638 { 1653 {
1639 case 0: 1654 case 0:
1640 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1655 op->play_sound (sound_find ("generic_fail"));
1641 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1656 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1642 return; 1657 break;
1643 1658
1644 case 1: 1659 case 1:
1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1646 decrease_ob (tmp); 1660 tmp->decrease ();
1661 op->play_sound (sound_find ("skill_learn"));
1662 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1647 return; 1663 break;
1648 1664
1649 default: 1665 default:
1666 tmp->decrease ();
1667 op->play_sound (sound_find ("generic_fail"));
1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1668 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1651 decrease_ob (tmp);
1652 return; 1669 break;
1653 } 1670 }
1654} 1671}
1655 1672
1656/** 1673/**
1657 * Actually makes op learn spell. 1674 * Actually makes op learn spell.
1677 return; 1694 return;
1678 } 1695 }
1679 return; 1696 return;
1680 } 1697 }
1681 1698
1682 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1699 op->contr->play_sound (sound_find ("learn_spell"));
1700
1683 tmp = spell->clone (); 1701 tmp = spell->clone ();
1684 insert_ob_in_ob (tmp, op); 1702 insert_ob_in_ob (tmp, op);
1685 1703
1686 if (special_prayer) 1704 if (special_prayer)
1687 SET_FLAG (tmp, FLAG_STARTEQUIP); 1705 SET_FLAG (tmp, FLAG_STARTEQUIP);
1706 { 1724 {
1707 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1725 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1708 return; 1726 return;
1709 } 1727 }
1710 1728
1711 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1729 op->failmsg (format ("You lose knowledge of %s.", spell));
1712 player_unready_range_ob (op->contr, spob); 1730 player_unready_range_ob (op->contr, spob);
1713 esrv_remove_spell (op->contr, spob); 1731 esrv_remove_spell (op->contr, spob);
1714 spob->destroy (); 1732 spob->destroy ();
1715} 1733}
1716 1734
1724{ 1742{
1725 object *skop, *spell, *spell_skill; 1743 object *skop, *spell, *spell_skill;
1726 1744
1727 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1745 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1728 { 1746 {
1729 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1747 op->failmsg ("You are unable to read while blind.");
1730 return; 1748 return;
1731 } 1749 }
1732 1750
1733 /* artifact_spellbooks have 'slaying' field point to a spell name, 1751 /* artifact_spellbooks have 'slaying' field point to a spell name,
1734 * instead of having their spell stored in stats.sp. These are 1752 * instead of having their spell stored in stats.sp. These are
1735 * legacy spellbooks 1753 * legacy spellbooks
1736 */ 1754 */
1737
1738 if (tmp->slaying != NULL) 1755 if (tmp->slaying)
1739 { 1756 {
1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1757 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1741 if (!spell) 1758 if (!spell)
1742 { 1759 {
1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1760 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1744 return; 1761 return;
1745 } 1762 }
1746 else 1763 else
1747 insert_ob_in_ob (spell, tmp); 1764 insert_ob_in_ob (spell, tmp);
1765
1748 tmp->slaying = NULL; 1766 tmp->slaying = 0;
1749 } 1767 }
1750 1768
1751 skop = find_skill_by_name (op, tmp->skill); 1769 skop = find_skill_by_name (op, tmp->skill);
1752 1770
1753 /* need a literacy skill to learn spells. Also, having a literacy level 1771 /* need a literacy skill to learn spells. Also, having a literacy level
1754 * lower than the spell will make learning the spell more difficult */ 1772 * lower than the spell will make learning the spell more difficult */
1755 if (!skop) 1773 if (!skop)
1756 { 1774 {
1757 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1775 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1758 return; 1776 return;
1759 } 1777 }
1760 1778
1761 spell = tmp->inv; 1779 spell = tmp->inv;
1762 1780
1763 if (!spell) 1781 if (!spell)
1764 { 1782 {
1765 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1783 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1766 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1784 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1767 return; 1785 return;
1768 } 1786 }
1769 1787
1770 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1788 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1771 { 1789 {
1772 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1790 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1773 return; 1791 return;
1774 } 1792 }
1775 1793
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1794 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1777 1795
1778 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1779 {
1780 identify (tmp); 1797 identify (tmp);
1781
1782 if (tmp->env)
1783 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1784 else
1785 op->contr->ns->floorbox_update ();
1786 }
1787 1798
1788 /* I removed the check for special_prayer_mark here - it didn't make 1799 /* I removed the check for special_prayer_mark here - it didn't make
1789 * a lot of sense - special prayers are not found in spellbooks, and 1800 * a lot of sense - special prayers are not found in spellbooks, and
1790 * if the player doesn't know the spell, doesn't make a lot of sense that 1801 * if the player doesn't know the spell, doesn't make a lot of sense that
1791 * they would have a special prayer mark. 1802 * they would have a special prayer mark.
1792 */ 1803 */
1793 if (check_spell_known (op, spell->name)) 1804 if (check_spell_known (op, spell->name))
1794 { 1805 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1806 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1796 return; 1807 return;
1797 } 1808 }
1798 1809
1799 if (spell->skill) 1810 if (spell->skill)
1800 { 1811 {
1801 spell_skill = find_skill_by_name (op, spell->skill); 1812 spell_skill = find_skill_by_name (op, spell->skill);
1802 1813
1803 if (!spell_skill) 1814 if (!spell_skill)
1804 { 1815 {
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1816 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1806 return; 1817 return;
1807 } 1818 }
1808 1819
1809 if (spell_skill->level < spell->level) 1820 if (spell_skill->level < spell->level)
1810 { 1821 {
1811 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1822 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1812 return; 1823 return;
1813 } 1824 }
1814 } 1825 }
1815 1826
1816 /* Logic as follows 1827 /* Logic as follows
1825 * Overall, chances are the same but a player will find having a high 1836 * Overall, chances are the same but a player will find having a high
1826 * literacy rate very useful! -b.t. 1837 * literacy rate very useful! -b.t.
1827 */ 1838 */
1828 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1839 if (QUERY_FLAG (op, FLAG_CONFUSED))
1829 { 1840 {
1830 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1841 op->failmsg ("In your confused state you flub the wording of the text!");
1831 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1842 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1832 } 1843 }
1833 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1844 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1834 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1845 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1835 { 1846 {
1836 1847 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1837 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1838 do_learn_spell (op, spell, 0); 1848 do_learn_spell (op, spell, 0);
1839 1849
1840 /* xp gain to literacy for spell learning */ 1850 /* xp gain to literacy for spell learning */
1841 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1851 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1842 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1852 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1843 } 1853 }
1844 else 1854 else
1845 { 1855 {
1846 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1856 op->contr->play_sound (sound_find ("fumble_spell"));
1847 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1857 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1848 } 1858 }
1849 1859
1850 decrease_ob (tmp); 1860 tmp->decrease ();
1851} 1861}
1852 1862
1853/** 1863/**
1854 * Handles applying a spell scroll. 1864 * Handles applying a spell scroll.
1855 */ 1865 */
1858{ 1868{
1859 object *skop; 1869 object *skop;
1860 1870
1861 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1871 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1862 { 1872 {
1863 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1873 op->failmsg ("You are unable to read while blind.");
1864 return; 1874 return;
1865 } 1875 }
1866 1876
1867 if (!tmp->inv || tmp->inv->type != SPELL) 1877 if (!tmp->inv || tmp->inv->type != SPELL)
1868 { 1878 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1879 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1870 return; 1880 return;
1871 } 1881 }
1872 1882
1873 if (op->type == PLAYER) 1883 if (op->type == PLAYER)
1874 { 1884 {
1880 */ 1890 */
1881 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1891 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1882 1892
1883 if (!skop) 1893 if (!skop)
1884 { 1894 {
1885 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1895 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1886 return; 1896 return;
1887 } 1897 }
1888 1898
1889 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1899 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1890 change_exp (op, exp_gain, skop->skill, 0); 1900 change_exp (op, exp_gain, skop->skill, 0);
1891 } 1901 }
1892 1902
1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1903 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1894 identify (tmp); 1904 identify (tmp);
1895 1905
1896 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1906 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1897 1907
1898 cast_spell (op, tmp, dir, tmp->inv, NULL); 1908 cast_spell (op, tmp, dir, tmp->inv, NULL);
1899 decrease_ob (tmp); 1909 tmp->decrease ();
1900} 1910}
1901 1911
1902/** 1912/**
1903 * Applies a treasure object - by default, chest. op 1913 * Applies a treasure object - by default, chest. op
1904 * is the person doing the applying, tmp is the treasure 1914 * is the person doing the applying, tmp is the treasure
1905 * chest. 1915 * chest.
1906 */ 1916 */
1907static void 1917static void
1908apply_treasure (object *op, object *tmp) 1918apply_treasure (object *op, object *tmp)
1909{ 1919{
1910 /* Nice side effect of new treasure creation method is that the treasure 1920 /* Nice side effect of this treasure creation method is that the treasure
1911 * for the chest is done when the chest is created, and put into the chest 1921 * for the chest is done when the chest is created, and put into the chest
1912 * inventory. So that when the chest burns up, the items still exist. Also 1922 * inventory. So that when the chest burns up, the items still exist. Also
1913 * prevents people fromt moving chests to more difficult maps to get better 1923 * prevents people from moving chests to more difficult maps to get better
1914 * treasure 1924 * treasure
1915 */ 1925 */
1916 object *treas = tmp->inv; 1926 object *treas = tmp->inv;
1917 1927
1918 if (!treas) 1928 if (!treas)
1919 { 1929 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1930 op->statusmsg ("The chest was empty.");
1921 decrease_ob (tmp); 1931 tmp->decrease ();
1922 return; 1932 return;
1923 } 1933 }
1924 1934
1925 while (tmp->inv) 1935 while (tmp->inv)
1926 { 1936 {
1927 treas = tmp->inv; 1937 treas = tmp->inv;
1928
1929 treas->remove (); 1938 treas->remove ();
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1931 1939
1932 treas->x = op->x; 1940 treas->x = op->x;
1933 treas->y = op->y; 1941 treas->y = op->y;
1934 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1942 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1935 1943
1936 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1944 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1937 spring_trap (treas, op); 1945 spring_trap (treas, op);
1938 1946
1939 /* If either player or container was destroyed, no need to do 1947 /* If either player or container was destroyed, no need to do
1940 * further processing. I think this should be enclused with 1948 * further processing. I think this should be enclused with
1941 * spring trap above, as I don't think there is otherwise 1949 * spring trap above, as I don't think there is otherwise
1942 * any way for the treasure chest or player to get killed 1950 * any way for the treasure chest or player to get killed.
1943 */ 1951 */
1944 if (op->destroyed () || tmp->destroyed ()) 1952 if (op->destroyed () || tmp->destroyed ())
1945 break; 1953 break;
1946 } 1954 }
1947 1955
1948 if (!tmp->destroyed () && tmp->inv == NULL) 1956 if (!tmp->destroyed () && !tmp->inv)
1949 decrease_ob (tmp); 1957 tmp->decrease (true);
1950
1951} 1958}
1952 1959
1953/** 1960/**
1954 * op eats food. 1961 * op eats food.
1955 * If player, takes care of messages and dragon special food. 1962 * If player, takes care of messages and dragon special food.
1970 { 1977 {
1971 /* usual case - no dragon meal: */ 1978 /* usual case - no dragon meal: */
1972 if (op->stats.food + tmp->stats.food > 999) 1979 if (op->stats.food + tmp->stats.food > 999)
1973 { 1980 {
1974 if (tmp->type == FOOD || tmp->type == FLESH) 1981 if (tmp->type == FOOD || tmp->type == FLESH)
1975 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1982 op->failmsg ("You feel full, but what a waste of food!");
1976 else 1983 else
1977 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1984 op->statusmsg ("Most of the drink goes down your face not your throat!");
1978 } 1985 }
1986
1987 tmp->play_sound (
1988 tmp->sound
1989 ? tmp->sound
1990 : tmp->type == DRINK
1991 ? sound_find ("eat_drink")
1992 : sound_find ("eat_food")
1993 );
1979 1994
1980 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1995 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1981 { 1996 {
1982 char buf[MAX_BUF]; 1997 const char *buf;
1983 1998
1984 if (!is_dragon_pl (op)) 1999 if (!is_dragon_pl (op))
1985 { 2000 {
1986 /* eating message for normal players */ 2001 /* eating message for normal players */
1987 if (tmp->type == DRINK) 2002 if (tmp->type == DRINK)
1988 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2003 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1989 else 2004 else
1990 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2005 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1991 } 2006 }
1992 else 2007 else
1993 {
1994 /* eating message for dragon players */ 2008 /* eating message for dragon players */
1995 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2009 buf = format ("The %s tasted terrible!", &tmp->name);
1996 }
1997 2010
1998 new_draw_info (NDI_UNIQUE, 0, op, buf); 2011 op->statusmsg (buf);
2012
1999 capacity_remaining = 999 - op->stats.food; 2013 capacity_remaining = 999 - op->stats.food;
2000 op->stats.food += tmp->stats.food; 2014 op->stats.food += tmp->stats.food;
2001 if (capacity_remaining < tmp->stats.food) 2015 if (capacity_remaining < tmp->stats.food)
2002 op->stats.hp += capacity_remaining / 50; 2016 op->stats.hp += capacity_remaining / 50;
2003 else 2017 else
2004 op->stats.hp += tmp->stats.food / 50; 2018 op->stats.hp += tmp->stats.food / 50;
2019
2005 if (op->stats.hp > op->stats.maxhp) 2020 if (op->stats.hp > op->stats.maxhp)
2006 op->stats.hp = op->stats.maxhp; 2021 op->stats.hp = op->stats.maxhp;
2007 if (op->stats.food > 999) 2022 if (op->stats.food > 999)
2008 op->stats.food = 999; 2023 op->stats.food = 999;
2009 } 2024 }
2011 /* special food hack -b.t. */ 2026 /* special food hack -b.t. */
2012 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2027 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2013 eat_special_food (op, tmp); 2028 eat_special_food (op, tmp);
2014 } 2029 }
2015 } 2030 }
2031
2016 handle_apply_yield (tmp); 2032 handle_apply_yield (tmp);
2017 decrease_ob (tmp); 2033 tmp->decrease ();
2018} 2034}
2019 2035
2020/** 2036/**
2021 * A dragon is eating some flesh. If the flesh contains resistances, 2037 * A dragon is eating some flesh. If the flesh contains resistances,
2022 * there is a chance for the dragon's skin to get improved. 2038 * there is a chance for the dragon's skin to get improved.
2032{ 2048{
2033 object *skin = NULL; /* pointer to dragon skin force */ 2049 object *skin = NULL; /* pointer to dragon skin force */
2034 object *abil = NULL; /* pointer to dragon ability force */ 2050 object *abil = NULL; /* pointer to dragon ability force */
2035 object *tmp = NULL; /* tmp. object */ 2051 object *tmp = NULL; /* tmp. object */
2036 2052
2037 char buf[MAX_BUF]; /* tmp. string buffer */
2038 double chance; /* improvement-chance of one resistance type */ 2053 double chance; /* improvement-chance of one resistance type */
2039 double totalchance = 1; /* total chance of gaining one resistance */ 2054 double totalchance = 1; /* total chance of gaining one resistance */
2040 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2055 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2041 double mbonus = 0; /* monster bonus */ 2056 double mbonus = 0; /* monster bonus */
2042 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2057 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2064 /* now start by filling stomache and health, according to food-value */ 2079 /* now start by filling stomache and health, according to food-value */
2065 if ((999 - op->stats.food) < meal->stats.food) 2080 if ((999 - op->stats.food) < meal->stats.food)
2066 op->stats.hp += (999 - op->stats.food) / 50; 2081 op->stats.hp += (999 - op->stats.food) / 50;
2067 else 2082 else
2068 op->stats.hp += meal->stats.food / 50; 2083 op->stats.hp += meal->stats.food / 50;
2084
2069 if (op->stats.hp > op->stats.maxhp) 2085 if (op->stats.hp > op->stats.maxhp)
2070 op->stats.hp = op->stats.maxhp; 2086 op->stats.hp = op->stats.maxhp;
2071 2087
2072 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2088 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2073 2089
2118 } 2134 }
2119 } 2135 }
2120 2136
2121 /* inverse totalchance as until now we have the failure-chance */ 2137 /* inverse totalchance as until now we have the failure-chance */
2122 totalchance = 100 - totalchance * 100; 2138 totalchance = 100 - totalchance * 100;
2139
2123 /* print message according to totalchance */ 2140 /* print message according to totalchance */
2141 const char *buf;
2124 if (totalchance > 50.) 2142 if (totalchance > 50.)
2125 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2143 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2126 else if (totalchance > 10.) 2144 else if (totalchance > 10.)
2127 sprintf (buf, "The %s tasted very good.", &meal->name); 2145 buf = format ("The %s tasted very good.", &meal->name);
2128 else if (totalchance > 1.) 2146 else if (totalchance > 1.)
2129 sprintf (buf, "The %s tasted good.", &meal->name); 2147 buf = format ("The %s tasted good.", &meal->name);
2130 else if (totalchance > 0.1) 2148 else if (totalchance > 0.1)
2131 sprintf (buf, "The %s tasted bland.", &meal->name); 2149 buf = format ("The %s tasted bland.", &meal->name);
2132 else if (totalchance >= 0.01) 2150 else if (totalchance >= 0.01)
2133 sprintf (buf, "The %s had a boring taste.", &meal->name); 2151 buf = format ("The %s had a boring taste.", &meal->name);
2134 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2152 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2135 sprintf (buf, "The %s tasted strange.", &meal->name); 2153 buf = format ("The %s tasted strange.", &meal->name);
2136 else 2154 else
2137 sprintf (buf, "The %s had no taste.", &meal->name); 2155 buf = format ("The %s had no taste.", &meal->name);
2138 new_draw_info (NDI_UNIQUE, 0, op, buf); 2156
2157 op->statusmsg (buf);
2139 2158
2140 /* now choose a winner if we have any */ 2159 /* now choose a winner if we have any */
2141 i = -1; 2160 i = -1;
2142 if (winners > 0) 2161 if (winners > 0)
2143 i = atnr_winner[RANDOM () % winners]; 2162 i = atnr_winner [rndm (winners)];
2144 2163
2145 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2164 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2146 { 2165 {
2147 /* resistance increased! */ 2166 /* resistance increased! */
2148 skin->resist[i]++; 2167 skin->resist[i]++;
2149 op->update_stats (); 2168 op->update_stats ();
2150 2169
2151 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2170 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2152 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2153 } 2171 }
2154 2172
2155 /* if this flesh contains a new ability focus, we mark it 2173 /* if this flesh contains a new ability focus, we mark it
2156 into the ability_force and it will take effect on next level */ 2174 into the ability_force and it will take effect on next level */
2157 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2175 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2158 { 2176 {
2159 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2177 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2160 2178
2161 if (meal->last_eat != abil->stats.exp) 2179 if (meal->last_eat != abil->stats.exp)
2180 op->statusmsg (format (
2181 "Your metabolism prepares to focus on %s!\n"
2182 "The change will happen at level %d.",
2183 change_resist_msg[meal->last_eat],
2184 abil->level + 1
2162 { 2185 ));
2163 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2164 new_draw_info (NDI_UNIQUE, 0, op, buf);
2165 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2166 new_draw_info (NDI_UNIQUE, 0, op, buf);
2167 }
2168 else 2186 else
2169 { 2187 {
2170 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2188 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2171 new_draw_info (NDI_UNIQUE, 0, op, buf);
2172 abil->last_eat = 0; 2189 abil->last_eat = 0;
2173 } 2190 }
2174 } 2191 }
2192
2175 return 1; 2193 return 1;
2176} 2194}
2177 2195
2178/** 2196/**
2179 * Handles applying an improve armor scroll. 2197 * Handles applying an improve armor scroll.
2182static void 2200static void
2183apply_armour_improver (object *op, object *tmp) 2201apply_armour_improver (object *op, object *tmp)
2184{ 2202{
2185 object *armor; 2203 object *armor;
2186 2204
2187 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2205 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2188 { 2206 {
2189 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2207 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2190 return; 2208 return;
2191 } 2209 }
2192 2210
2193 armor = find_marked_object (op); 2211 armor = find_marked_object (op);
2194 2212
2195 if (!armor) 2213 if (!armor)
2196 { 2214 {
2197 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2215 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2198 return; 2216 return;
2199 } 2217 }
2200 2218
2201 if (armor->type != ARMOUR 2219 if (armor->type != ARMOUR
2202 && armor->type != CLOAK 2220 && armor->type != CLOAK
2203 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2221 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2204 { 2222 {
2205 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2223 op->failmsg ("Your marked item is not armour!\n");
2206 return; 2224 return;
2207 } 2225 }
2208 2226
2209 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2227 op->statusmsg ("Applying armour enchantment.");
2210 improve_armour (op, tmp, armor); 2228 improve_armour (op, tmp, armor);
2211} 2229}
2212 2230
2213extern void 2231void
2214apply_poison (object *op, object *tmp) 2232apply_poison (object *op, object *tmp)
2215{ 2233{
2234 // need to do it now when it is still on the map
2235 handle_apply_yield (tmp);
2236
2237 object *poison = tmp->split (1);
2238
2216 if (op->type == PLAYER) 2239 if (op->type == PLAYER)
2217 { 2240 {
2218 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2241 op->contr->play_sound (sound_find ("drink_poison"));
2219 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2242 op->failmsg ("Yech! That tasted poisonous!");
2220 strcpy (op->contr->killer, "poisonous booze"); 2243 op->contr->killer = poison;
2221 } 2244 }
2245
2222 if (tmp->stats.hp > 0) 2246 if (poison->stats.hp > 0)
2223 { 2247 {
2224 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2248 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2225 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2249 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2226 } 2250 }
2251
2227 op->stats.food -= op->stats.food / 4; 2252 op->stats.food -= op->stats.food / 4;
2228 handle_apply_yield (tmp); 2253 poison->destroy ();
2229 decrease_ob (tmp);
2230} 2254}
2231 2255
2232/** 2256/**
2233 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2257 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2234 * A valid 2 way exit means: 2258 * A valid 2 way exit means:
2250#if 0 //TODO 2274#if 0 //TODO
2251 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2275 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2252 return 0; /* This is a reset town portal */ 2276 return 0; /* This is a reset town portal */
2253#endif 2277#endif
2254 2278
2279 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2280
2255 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2281 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2256 2282
2257 if (exitmap) 2283 if (exitmap)
2258 { 2284 {
2259 exitmap->load_sync (); 2285 exitmap->load_sync ();
2313 return 1; 2339 return 1;
2314 } 2340 }
2315 } 2341 }
2316 2342
2317 return 0; 2343 return 0;
2344}
2345
2346/**
2347 * This function will try to apply a lighter and in case no lighter
2348 * is specified it will try to find a lighter in the players inventory,
2349 * and inform him about this requirement.
2350 *
2351 * who - the player
2352 * op - the item we want to light
2353 * ligher - the lighter or 0 if a lighter has yet to be found
2354 */
2355object *auto_apply_lighter (object *who, object *op, object *lighter)
2356{
2357 if (lighter == 0)
2358 {
2359 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2360 {
2361 if (tmp->type == LIGHTER)
2362 {
2363 lighter = tmp;
2364 break;
2365 }
2366 }
2367
2368 if (!lighter)
2369 {
2370 who->failmsg (format (
2371 "You can't light up the %s with your bare hands! "
2372 "H<You need a lighter in your inventory, for example a flint and steel.>",
2373 &op->name));
2374 return 0;
2375 }
2376 }
2377
2378 // last_eat == 0 means the lighter is not being used up!
2379 if (lighter->last_eat && lighter->stats.food)
2380 {
2381 /* lighter gets used up */
2382 lighter = lighter->split ();
2383 lighter->stats.food--;
2384 who->insert (lighter);
2385 }
2386 else if (lighter->last_eat)
2387 {
2388 /* no charges left in lighter */
2389 who->failmsg (format (
2390 "You attempt to light the %s with a used up %s.",
2391 &op->name, &lighter->name));
2392 return 0;
2393 }
2394
2395 return lighter;
2396}
2397
2398/**
2399 * Designed primarily to light torches/lanterns/etc.
2400 * Also burns up burnable material too. First object in the inventory is
2401 * the selected object to "burn". -b.t.
2402 */
2403void
2404apply_lighter (object *who, object *lighter)
2405{
2406 object *item;
2407 int is_player_env = 0;
2408
2409 item = find_marked_object (who);
2410 if (item)
2411 {
2412 if (!auto_apply_lighter (who, 0, lighter))
2413 return;
2414
2415 /* Perhaps we should split what we are trying to light on fire?
2416 * I can't see many times when you would want to light multiple
2417 * objects at once.
2418 */
2419
2420 save_throw_object (item, AT_FIRE, who);
2421
2422 if (item->destroyed ()
2423 || ((item->type == LAMP || item->type == TORCH)
2424 && item->glow_radius > 0))
2425 who->statusmsg (format (
2426 "You light the %s with the %s.",
2427 &item->name, &lighter->name));
2428 else
2429 who->failmsg (format (
2430 "You attempt to light the %s with the %s and fail.",
2431 &item->name, &lighter->name));
2432 }
2433 else
2434 who->failmsg ("You need to mark a lightable object.");
2435}
2436
2437/**
2438 * Apply for players and lamps
2439 *
2440 * who - the player
2441 * op - the lamp
2442 */
2443void player_apply_lamp (object *who, object *op)
2444{
2445 bool switch_on = op->glow_radius ? false : true;
2446
2447 if (switch_on)
2448 {
2449 object *lighter = 0;
2450
2451 if (op->flag [FLAG_IS_LIGHTABLE]
2452 && !(lighter = auto_apply_lighter (who, op, 0)))
2453 return;
2454
2455 if (op->stats.food < 1)
2456 {
2457 if (op->type == LAMP)
2458 who->failmsg (format (
2459 "The %s is out of fuel! "
2460 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2461 &op->name));
2462 else
2463 who->failmsg (format (
2464 "The %s is burnt out! "
2465 "H<Torches and similar items burn out and become worthless.>",
2466 &op->name));
2467 return;
2468 }
2469
2470 if (lighter)
2471 who->statusmsg (format (
2472 "You light up the %s with the %s.", &op->name, &lighter->name));
2473 else
2474 who->statusmsg (format ("You light up the %s.", &op->name));
2475 }
2476 else
2477 {
2478 if (op->type == TORCH)
2479 {
2480 if (!op->flag [FLAG_IS_LIGHTABLE])
2481 {
2482 who->statusmsg (format (
2483 "You put out the %s. "
2484 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2485 &op->name, &op->name));
2486 }
2487 else
2488 who->statusmsg (format (
2489 "You put out the %s."
2490 "H<Torches wear out if you put them out.>",
2491 &op->name));
2492 }
2493 else
2494 who->statusmsg (format ("You turn off the %s.", &op->name));
2495 }
2496
2497 apply_lamp (op, switch_on);
2498}
2499
2500void lamp_get_animation_from_arch (object *op, arch_ptr a)
2501{
2502 op->animation_id = a->animation_id;
2503 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2504 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2505 op->anim_speed = a->anim_speed;
2506 op->last_anim = 0;
2507 op->state = 0;
2508 op->face = a->face;
2509
2510 if (NUM_ANIMATIONS(op) > 1)
2511 {
2512 SET_ANIMATION(op, 0);
2513 animate_object (op, op->direction);
2514 }
2515 else
2516 update_object (op, UP_OBJ_FACE);
2517}
2518
2519/**
2520 * Apply for LAMPs and TORCHes.
2521 *
2522 * op - the lamp
2523 * switch_on - a flag which says whether the lamp should be switched on or off
2524 */
2525void apply_lamp (object *op, bool switch_on)
2526{
2527 op->set_glow_radius (switch_on ? op->range : 0);
2528 op->set_speed (switch_on ? op->arch->speed : 0);
2529
2530 // torches wear out if you put them out
2531 if (op->type == TORCH && !switch_on)
2532 {
2533 if (op->flag [FLAG_IS_LIGHTABLE])
2534 {
2535 op->stats.food -= (double) op->arch->stats.food / 15;
2536 if (op->stats.food < 0)
2537 op->stats.food = 0;
2538 }
2539 else
2540 op->stats.food = 0;
2541 }
2542
2543 // lamps and torched get worthless when used up
2544 if (op->stats.food <= 0)
2545 op->value = 0;
2546
2547 // FIXME: This is a hack to make the more sane torches and lamps
2548 // still animated ;-/
2549 if (op->other_arch)
2550 lamp_get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2551
2552 if (object *pl = op->visible_to ())
2553 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2318} 2554}
2319 2555
2320/** 2556/**
2321 * Main apply handler. 2557 * Main apply handler.
2322 * 2558 *
2325 * Return value: 2561 * Return value:
2326 * 0: player or monster can't apply objects of that type 2562 * 0: player or monster can't apply objects of that type
2327 * 1: has been applied, or there was an error applying the object 2563 * 1: has been applied, or there was an error applying the object
2328 * 2: objects of that type can't be applied if not in inventory 2564 * 2: objects of that type can't be applied if not in inventory
2329 * 2565 *
2330 * op is the object that is causing object to be applied, tmp is the object 2566 * who is the object that is causing object to be applied, op is the object
2331 * being applied. 2567 * being applied.
2332 * 2568 *
2333 * aflag is special (always apply/unapply) flags. Nothing is done with 2569 * aflag is special (always apply/unapply) flags. Nothing is done with
2334 * them in this function - they are passed to apply_special 2570 * them in this function - they are passed to apply_special
2335 */ 2571 */
2336int 2572int
2337manual_apply (object *op, object *tmp, int aflag) 2573manual_apply (object *who, object *op, int aflag)
2338{ 2574{
2339 if (tmp->head) 2575 op = op->head_ ();
2340 tmp = tmp->head;
2341 2576
2342 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2577 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2343 { 2578 {
2344 if (op->type == PLAYER) 2579 if (who->type == PLAYER)
2345 { 2580 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2581 examine (who, op);
2582 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2347 return 1; 2583 return 1;
2348 } 2584 }
2349 else 2585 else
2350 return 0; /* monsters just skip unpaid items */ 2586 return 0; /* monsters just skip unpaid items */
2351 } 2587 }
2352 2588
2353 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2589 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2354 return RESULT_INT (0); 2590 return RESULT_INT (0);
2355 2591
2356 switch (tmp->type) 2592 switch (op->type)
2357 { 2593 {
2358 case CF_HANDLE: 2594 case CF_HANDLE:
2359 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2595 who->play_sound (sound_find ("turn_handle"));
2360 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2596 who->statusmsg ("You turn the handle.");
2361 tmp->value = tmp->value ? 0 : 1; 2597 op->value = op->value ? 0 : 1;
2362 SET_ANIMATION (tmp, tmp->value); 2598 SET_ANIMATION (op, op->value);
2363 update_object (tmp, UP_OBJ_FACE); 2599 update_object (op, UP_OBJ_FACE);
2364 push_button (tmp); 2600 push_button (op, who);
2365 return 1; 2601 return 1;
2366 2602
2367 case TRIGGER: 2603 case TRIGGER:
2368 if (check_trigger (tmp, op)) 2604 if (check_trigger (op, who))
2369 { 2605 {
2370 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2606 who->statusmsg ("You turn the handle.");
2371 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2607 who->play_sound (sound_find ("turn_handle"));
2372 } 2608 }
2373 else 2609 else
2374 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2610 who->failmsg ("The handle doesn't move.");
2375 2611
2376 return 1; 2612 return 1;
2377 2613
2378 case EXIT: 2614 case EXIT:
2379 if (op->type != PLAYER) 2615 if (who->type != PLAYER)
2380 return 0; 2616 return 0;
2381 2617
2382 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2618 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2383 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2619 who->failmsg (format ("The %s is closed.", query_name (op)));
2384 else 2620 else
2385 { 2621 {
2386 /* Don't display messages for random maps. */ 2622 /* Don't display messages for random maps. */
2387 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2623 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2388 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2624 who->statusmsg (op->msg, NDI_NAVY);
2389 2625
2390 op->enter_exit (tmp); 2626 who->enter_exit (op);
2391 } 2627 }
2392 2628
2393 return 1; 2629 return 1;
2394 2630
2631 case INSCRIBABLE:
2632 who->statusmsg (op->msg);
2633 // maybe show a spell menu to chose from or something like that
2634 return 1;
2635
2395 case SIGN: 2636 case SIGN:
2396 apply_sign (op, tmp, 0); 2637 apply_sign (who, op, 0);
2397 return 1; 2638 return 1;
2398 2639
2399 case BOOK: 2640 case BOOK:
2400 if (op->type == PLAYER) 2641 if (who->type == PLAYER)
2401 { 2642 {
2402 apply_book (op, tmp); 2643 apply_book (who, op);
2403 return 1; 2644 return 1;
2404 } 2645 }
2405 else 2646 else
2406 return 0; 2647 return 0;
2407 2648
2408 case SKILLSCROLL: 2649 case SKILLSCROLL:
2409 if (op->type == PLAYER) 2650 if (who->type == PLAYER)
2410 { 2651 {
2411 apply_skillscroll (op, tmp); 2652 apply_skillscroll (who, op);
2412 return 1; 2653 return 1;
2413 } 2654 }
2414 else 2655 else
2415 return 0; 2656 return 0;
2416 2657
2417 case SPELLBOOK: 2658 case SPELLBOOK:
2418 if (op->type == PLAYER) 2659 if (who->type == PLAYER)
2419 { 2660 {
2420 apply_spellbook (op, tmp); 2661 apply_spellbook (who, op);
2421 return 1; 2662 return 1;
2422 } 2663 }
2423 else 2664 else
2424 return 0; 2665 return 0;
2425 2666
2426 case SCROLL: 2667 case SCROLL:
2427 apply_scroll (op, tmp, 0); 2668 apply_scroll (who, op, 0);
2428 return 1; 2669 return 1;
2429 2670
2430 case POTION: 2671 case POTION:
2431 apply_potion (op, tmp); 2672 apply_potion (who, op);
2432 return 1; 2673 return 1;
2433 2674
2434 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2675 /* Eneq(@csd.uu.se): Handle apply on containers. */
2435 //TODO: remove, as it is unsed? 2676 //TODO: remove, as it is unsed?
2436 case CLOSE_CON: 2677 case CLOSE_CON:
2437 apply_container (op, tmp->env); 2678 apply_container (who, op->env);
2438 return 1; 2679 return 1;
2439 2680
2440 case CONTAINER: 2681 case CONTAINER:
2441 apply_container (op, tmp); 2682 apply_container (who, op);
2442 return 1; 2683 return 1;
2443 2684
2444 case TREASURE: 2685 case TREASURE:
2445 if (op->type == PLAYER) 2686 if (who->type == PLAYER)
2446 { 2687 {
2447 apply_treasure (op, tmp); 2688 apply_treasure (who, op);
2448 return 1; 2689 return 1;
2449 } 2690 }
2450 else 2691 else
2451 return 0; 2692 return 0;
2693
2694 case LAMP:
2695 case TORCH:
2696 player_apply_lamp (who, op);
2697 return 1;
2452 2698
2453 case WEAPON: 2699 case WEAPON:
2454 case ARMOUR: 2700 case ARMOUR:
2455 case BOOTS: 2701 case BOOTS:
2456 case GLOVES: 2702 case GLOVES:
2464 case WAND: 2710 case WAND:
2465 case ROD: 2711 case ROD:
2466 case HORN: 2712 case HORN:
2467 case SKILL: 2713 case SKILL:
2468 case BOW: 2714 case BOW:
2469 case LAMP:
2470 case BUILDER: 2715 case BUILDER:
2471 case SKILL_TOOL: 2716 case SKILL_TOOL:
2472 if (tmp->env != op) 2717 if (op->env != who)
2473 return 2; /* not in inventory */ 2718 return 2; /* not in inventory */
2474 2719
2475 apply_special (op, tmp, aflag); 2720 apply_special (who, op, aflag);
2476 return 1; 2721 return 1;
2477 2722
2478 case DRINK: 2723 case DRINK:
2479 case FOOD: 2724 case FOOD:
2480 case FLESH: 2725 case FLESH:
2481 apply_food (op, tmp); 2726 apply_food (who, op);
2482 return 1; 2727 return 1;
2483 2728
2484 case POISON: 2729 case POISON:
2485 apply_poison (op, tmp); 2730 apply_poison (who, op);
2486 return 1; 2731 return 1;
2487 2732
2488 case SAVEBED: 2733 case SAVEBED:
2489 return 1; 2734 return 1;
2490 2735
2491 case ARMOUR_IMPROVER: 2736 case ARMOUR_IMPROVER:
2492 if (op->type == PLAYER) 2737 if (who->type == PLAYER)
2493 { 2738 {
2494 apply_armour_improver (op, tmp); 2739 apply_armour_improver (who, op);
2495 return 1; 2740 return 1;
2496 } 2741 }
2497 else 2742 else
2498 return 0; 2743 return 0;
2499 2744
2500 case WEAPON_IMPROVER: 2745 case WEAPON_IMPROVER:
2501 check_improve_weapon (op, tmp); 2746 check_improve_weapon (who, op);
2502 return 1; 2747 return 1;
2503 2748
2504 case CLOCK: 2749 case CLOCK:
2505 if (op->type == PLAYER) 2750 if (who->type == PLAYER)
2506 { 2751 {
2507 char buf[MAX_BUF]; 2752 char buf[MAX_BUF];
2508 timeofday_t tod; 2753 timeofday_t tod;
2509 2754
2510 get_tod (&tod); 2755 get_tod (&tod);
2756 who->play_sound (sound_find ("sound_clock"));
2757 who->statusmsg (format (
2511 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2758 "It is %d minute%s past %d o'clock %s",
2512 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2759 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2513 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2760 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2514 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2761 ));
2515 new_draw_info (NDI_UNIQUE, 0, op, buf);
2516 return 1; 2762 return 1;
2517 } 2763 }
2518 else 2764 else
2519 return 0; 2765 return 0;
2520 2766
2521 case MENU: 2767 case MENU:
2522 if (op->type == PLAYER) 2768 if (who->type == PLAYER)
2523 { 2769 {
2524 shop_listing (tmp, op); 2770 shop_listing (op, who);
2525 return 1; 2771 return 1;
2526 } 2772 }
2527 else 2773 else
2528 return 0; 2774 return 0;
2529 2775
2530 case POWER_CRYSTAL: 2776 case POWER_CRYSTAL:
2531 apply_power_crystal (op, tmp); /* see egoitem.c */ 2777 apply_power_crystal (who, op); /* see egoitem.c */
2532 return 1; 2778 return 1;
2533 2779
2534 case LIGHTER: /* for lighting torches/lanterns/etc */ 2780 case LIGHTER: /* for lighting torches/lanterns/etc */
2535 if (op->type == PLAYER) 2781 if (who->type == PLAYER)
2536 { 2782 {
2537 apply_lighter (op, tmp); 2783 apply_lighter (who, op);
2538 return 1; 2784 return 1;
2539 } 2785 }
2540 else 2786 else
2541 return 0; 2787 return 0;
2542 2788
2543 case ITEM_TRANSFORMER: 2789 case ITEM_TRANSFORMER:
2544 apply_item_transformer (op, tmp); 2790 apply_item_transformer (who, op);
2545 return 1; 2791 return 1;
2546 2792
2547 default: 2793 default:
2548 return 0; 2794 return 0;
2549 } 2795 }
2550} 2796}
2551
2552 2797
2553/* quiet suppresses the "don't know how to apply" and "you must get it first" 2798/* quiet suppresses the "don't know how to apply" and "you must get it first"
2554 * messages as needed by player_apply_below(). But there can still be 2799 * messages as needed by player_apply_below(). But there can still be
2555 * "but you are floating high above the ground" messages. 2800 * "but you are floating high above the ground" messages.
2556 * 2801 *
2557 * Same return value as apply() function. 2802 * Same return value as apply() function.
2558 */ 2803 */
2559int 2804int
2560player_apply (object *pl, object *op, int aflag, int quiet) 2805player_apply (object *pl, object *op, int aflag, int quiet)
2561{ 2806{
2562 int tmp;
2563
2564 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2807 if (!op->env && (pl->move_type & MOVE_FLYING))
2565 { 2808 {
2566 /* player is flying and applying object not in inventory */ 2809 /* player is flying and applying object not in inventory */
2567 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2810 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2568 { 2811 {
2569 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2812 pl->failmsg ("But you are floating high above the ground! "
2813 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2814 "or waiting till the levitation effect wears off.>");
2570 return 0; 2815 return 0;
2571 } 2816 }
2572 } 2817 }
2573 2818
2574 pl->contr->last_used = op; 2819 pl->contr->last_used = op;
2575 2820
2576 tmp = manual_apply (pl, op, aflag); 2821 int tmp = manual_apply (pl, op, aflag);
2822
2577 if (!quiet) 2823 if (!quiet)
2578 { 2824 {
2579 if (tmp == 0) 2825 if (tmp == 0)
2580 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2826 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2581 else if (tmp == 2) 2827 else if (tmp == 2)
2582 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2828 pl->failmsg ("You must get it first!\n");
2583 } 2829 }
2830
2584 return tmp; 2831 return tmp;
2585} 2832}
2586 2833
2587/** 2834/**
2588 * player_apply_below attempts to apply the object 'below' the player. 2835 * player_apply_below attempts to apply the object 'below' the player.
2615 * person moving on it, also activate. Added code to make it 2862 * person moving on it, also activate. Added code to make it
2616 * so that at least one of players movement types be that which 2863 * so that at least one of players movement types be that which
2617 * the item needs. 2864 * the item needs.
2618 */ 2865 */
2619 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2866 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2620 {
2621 if (player_apply (pl, tmp, 0, 1) == 1) 2867 if (player_apply (pl, tmp, 0, 1) == 1)
2622 return; 2868 return;
2623 } 2869
2624 if (floors >= 2) 2870 if (floors >= 2)
2625 return; /* process at most two floor objects */ 2871 return; /* process at most two floor objects */
2626 } 2872 }
2627} 2873}
2628 2874
2663 { 2909 {
2664 pl->combat_ob = 0; 2910 pl->combat_ob = 0;
2665 who->change_weapon (pl->ranged_ob); 2911 who->change_weapon (pl->ranged_ob);
2666 } 2912 }
2667 2913
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2914 who->statusmsg (format ("You unwield %s.", query_name (op)));
2669 2915
2670 change_abil (who, op); 2916 change_abil (who, op);
2671 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2917 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2672 break; 2918 break;
2673 2919
2674 case SKILL: 2920 case SKILL:
2675 if (who->contr) 2921 if (who->contr)
2676 { 2922 {
2923 if (IS_COMBAT_SKILL (op->subtype))
2924 who->change_weapon (who->contr->combat_ob = 0);
2925 else if (IS_RANGED_SKILL (op->subtype))
2926 who->change_weapon (who->contr->ranged_ob = 0);
2927
2677 if (!op->invisible) 2928 if (op->invisible)
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2929 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2679 else 2930 else
2680 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2931 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2681 } 2932 }
2682 2933
2683 change_abil (who, op); 2934 change_abil (who, op);
2684 CLEAR_FLAG (who, FLAG_READY_SKILL); 2935 CLEAR_FLAG (who, FLAG_READY_SKILL);
2685 break; 2936 break;
2692 case GLOVES: 2943 case GLOVES:
2693 case AMULET: 2944 case AMULET:
2694 case GIRDLE: 2945 case GIRDLE:
2695 case BRACERS: 2946 case BRACERS:
2696 case CLOAK: 2947 case CLOAK:
2697 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2948 who->statusmsg (format ("You unwear %s.", query_name (op)));
2698 change_abil (who, op); 2949 change_abil (who, op);
2699 break; 2950 break;
2700
2701 case LAMP:
2702 {
2703 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2704
2705 object *tmp2 = arch_to_object (op->other_arch);
2706 tmp2->x = op->x;
2707 tmp2->y = op->y;
2708 tmp2->map = op->map;
2709 tmp2->below = op->below;
2710 tmp2->above = op->above;
2711 tmp2->stats.food = op->stats.food;
2712 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2713
2714 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2715 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2716
2717 if (who->contr)
2718 esrv_del_item (who->contr, op->count);
2719
2720 op->destroy ();
2721 insert_ob_in_ob (tmp2, who);
2722 who->update_stats ();
2723
2724 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2725 {
2726 if (who->contr)
2727 {
2728 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2729 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2730 }
2731 }
2732
2733 if (who->contr)
2734 esrv_send_item (who, tmp2);
2735 }
2736
2737 return 1; /* otherwise, an attempt to drop causes problems */
2738 2951
2739 case BOW: 2952 case BOW:
2740 case WAND: 2953 case WAND:
2741 case ROD: 2954 case ROD:
2742 case HORN: 2955 case HORN:
2746 { 2959 {
2747 pl->ranged_ob = 0; 2960 pl->ranged_ob = 0;
2748 who->change_weapon (pl->combat_ob); 2961 who->change_weapon (pl->combat_ob);
2749 } 2962 }
2750 2963
2751 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2964 who->statusmsg (format ("You unready %s.", query_name (op)));
2752 } 2965 }
2753 else 2966 else
2754 { 2967 {
2755 who->change_skill (0); 2968 who->change_skill (0);
2756 2969
2762 2975
2763 break; 2976 break;
2764 2977
2765 case BUILDER: 2978 case BUILDER:
2766 if (who->contr) 2979 if (who->contr)
2767 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2980 who->statusmsg (format ("You unready %s.", query_name (op)));
2768 break; 2981 break;
2769 2982
2770 default: 2983 default:
2771 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2984 who->statusmsg (format ("You unapply %s.", query_name (op)));
2772 break; 2985 break;
2773 } 2986 }
2774 2987
2988 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2989 if (object *pl = op->visible_to ())
2990 esrv_send_item (pl, op);
2991
2775 who->update_stats (); 2992 who->update_stats ();
2776
2777 if (!(aflags & AP_NO_MERGE))
2778 {
2779 object *tmp = merge_ob (op, 0);
2780
2781 if (who->contr)
2782 {
2783 if (tmp)
2784 { /* it was merged */
2785 esrv_del_item (who->contr, op->count);
2786 op = tmp;
2787 }
2788
2789 esrv_send_item (who, op);
2790 }
2791 }
2792 2993
2793 return 0; 2994 return 0;
2794} 2995}
2795 2996
2796/** 2997/**
2828 * Returns 0 on success, returns 1 if there is some problem. 3029 * Returns 0 on success, returns 1 if there is some problem.
2829 * if aflags is AP_PRINT, we instead print out waht to unapply 3030 * if aflags is AP_PRINT, we instead print out waht to unapply
2830 * instead of doing it. This is a lot less code than having 3031 * instead of doing it. This is a lot less code than having
2831 * another function that does just that. 3032 * another function that does just that.
2832 */ 3033 */
3034
3035#define CANNOT_REMOVE_CURSED \
3036 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3037 "Praying over an altar, scrolls of remove curse/damnation, " \
3038 "priests or even other players might help.>"
3039
2833int 3040int
2834unapply_for_ob (object *who, object *op, int aflags) 3041unapply_for_ob (object *who, object *op, int aflags)
2835{ 3042{
2836 if (op->is_range ()) 3043 if (op->is_range ())
2837 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3044 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2838 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3045 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2839 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 3046 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 { 3047 {
2841 if (aflags & AP_PRINT) 3048 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3049 who->failmsg (query_name (tmp));
2843 else 3050 else
2844 unapply_special (who, tmp, aflags); 3051 unapply_special (who, tmp, aflags);
2845 } 3052 }
2846 else 3053 else
2847 { 3054 {
2848 /* In this case, we want to try and remove a cursed item. 3055 /* In this case, we want to try and remove a cursed item.
2849 * While we know it won't work, we want unapply_special to 3056 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 3057 * at least generate the message.
2851 */ 3058 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 3059 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2853 return 1; 3060 return 1;
2854 } 3061 }
2855 3062
2856 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3063 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2857 { 3064 {
2880 3087
2881 /* If we are just printing, we don't care about cursed status */ 3088 /* If we are just printing, we don't care about cursed status */
2882 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 3089 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2883 { 3090 {
2884 if (aflags & AP_PRINT) 3091 if (aflags & AP_PRINT)
2885 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3092 who->failmsg (query_name (tmp));
2886 else 3093 else
2887 unapply_special (who, tmp, aflags); 3094 unapply_special (who, tmp, aflags);
2888 } 3095 }
2889 else 3096 else
2890 { 3097 {
2891 /* Cursed item that we can't unequip - tell the player. 3098 /* Cursed item that we can't unequip - tell the player.
2892 * Note this could be annoying if this is just one of a few, 3099 * Note this could be annoying if this is just one of a few,
2893 * so it may not be critical (eg, putting on a ring and you have 3100 * so it may not be critical (eg, putting on a ring and you have
2894 * one cursed ring.) 3101 * one cursed ring.)
2895 */ 3102 */
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3103 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2897 } 3104 }
2898 3105
2899 last = tmp->below; 3106 last = tmp->below;
2900 } 3107 }
2901 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3108 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3054 * 3261 *
3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3262 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3056 * 3263 *
3057 * apply_special() doesn't check for unpaid items. 3264 * apply_special() doesn't check for unpaid items.
3058 */ 3265 */
3266
3267#define LACK_ITEM_POWER \
3268 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3269
3059int 3270int
3060apply_special (object *who, object *op, int aflags) 3271apply_special (object *who, object *op, int aflags)
3061{ 3272{
3062 int basic_flag = aflags & AP_BASIC_FLAGS; 3273 int basic_flag = aflags & AP_BASIC_FLAGS;
3063 object *tmp, *tmp2, *skop = NULL; 3274 object *tmp, *tmp2, *skop = NULL;
3078 if (basic_flag == AP_APPLY) 3289 if (basic_flag == AP_APPLY)
3079 return 0; 3290 return 0;
3080 3291
3081 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3292 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3082 { 3293 {
3083 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3294 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3084 return 1; 3295 return 1;
3085 } 3296 }
3086 3297
3087 return unapply_special (who, op, aflags); 3298 return unapply_special (who, op, aflags);
3088 } 3299 }
3089
3090 if (basic_flag == AP_UNAPPLY) 3300 else if (basic_flag == AP_UNAPPLY)
3091 return 0; 3301 return 0;
3092 3302
3093 // if the item is combat/ranged, wield the relevant slot first 3303 // if the item is combat/ranged, wield the relevant slot first
3094 // to resolve conflicts. 3304 // to resolve conflicts.
3095 if (player *pl = who->contr) 3305 if (player *pl = who->contr)
3104 /* Can't just apply this object. Lets see what not and what to do */ 3314 /* Can't just apply this object. Lets see what not and what to do */
3105 if (int i = can_apply_object (who, op)) 3315 if (int i = can_apply_object (who, op))
3106 { 3316 {
3107 if (i & CAN_APPLY_NEVER) 3317 if (i & CAN_APPLY_NEVER)
3108 { 3318 {
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3319 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3110 return 1; 3320 return 1;
3111 } 3321 }
3112 else if (i & CAN_APPLY_RESTRICTION) 3322 else if (i & CAN_APPLY_RESTRICTION)
3113 { 3323 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3324 who->failmsg (format (
3325 "You have a prohibition against using a %s. "
3326 "H<Your belief, profession or class prevents you from applying this item.>",
3327 query_name (op)
3328 ));
3115 return 1; 3329 return 1;
3116 } 3330 }
3117 3331
3118 if (who->type != PLAYER) 3332 if (who->type != PLAYER)
3119 { 3333 {
3123 } 3337 }
3124 else 3338 else
3125 { 3339 {
3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3340 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3127 { 3341 {
3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3342 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3129 unapply_for_ob (who, op, AP_PRINT); 3343 unapply_for_ob (who, op, AP_PRINT);
3130 return 1; 3344 return 1;
3131 } 3345 }
3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3346 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3133 if (unapply_for_ob (who, op, aflags)) 3347 if (unapply_for_ob (who, op, aflags))
3139 { 3353 {
3140 skop = find_skill_by_name (who, op->skill); 3354 skop = find_skill_by_name (who, op->skill);
3141 3355
3142 if (!skop) 3356 if (!skop)
3143 { 3357 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3358 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3145 return 1; 3359 return 1;
3146 } 3360 }
3147 else 3361 else
3148 /* While experience will be credited properly, we want to change the 3362 /* While experience will be credited properly, we want to change the
3149 * skill so that the dam and wc get updated 3363 * skill so that the dam and wc get updated
3153 3367
3154 if (who->type == PLAYER 3368 if (who->type == PLAYER
3155 && op->item_power 3369 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3370 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 { 3371 {
3158 new_draw_info (NDI_UNIQUE, 0, who,
3159 "Equipping that combined with other items would consume your soul! " 3372 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3160 "[use the skills command to check your available item power]");
3161 return 1; 3373 return 1;
3162 } 3374 }
3163 3375
3164 /* Ok. We are now at the state where we can apply the new object. 3376 /* Ok. We are now at the state where we can apply the new object.
3165 * Note that we don't have the checks for can_use_... 3377 * Note that we don't have the checks for can_use_...
3166 * below - that is already taken care of by can_apply_object. 3378 * below - that is already taken care of by can_apply_object.
3167 */ 3379 */
3168 if (op->nrof > 1) 3380 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3169 tmp = get_split_ob (op, op->nrof - 1);
3170 else
3171 tmp = 0;
3172 3381
3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3382 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3174 return RESULT_INT (0); 3383 return RESULT_INT (0);
3175 3384
3176 switch (op->type) 3385 switch (op->type)
3177 { 3386 {
3178 case WEAPON: 3387 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat)) 3388 if (!check_weapon_power (who, op->last_eat))
3180 { 3389 {
3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. " 3390 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3182 "It would consume your soul!.");
3183 3391
3184 if (tmp) 3392 if (tmp)
3185 insert_ob_in_ob (tmp, who); 3393 insert_ob_in_ob (tmp, who);
3186 3394
3187 return 1; 3395 return 1;
3188 } 3396 }
3189 3397
3190 //TODO: this obviously fails for players using a shorter prefix 3398 //TODO: this obviously fails for players using a shorter prefix
3191 // i.e. "R" can use Ragnarok's sword. 3399 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3400 if (op->level && !op->name.starts_with (who->name))
3193 { 3401 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 3402 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3403 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3404 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3197 3405
3198 if (tmp) 3406 if (tmp)
3199 insert_ob_in_ob (tmp, who); 3407 insert_ob_in_ob (tmp, who);
3200 3408
3201 return 1; 3409 return 1;
3202 } 3410 }
3203 3411
3204 if (!skop) 3412 if (!skop)
3205 { 3413 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3414 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3207 return 1; 3415 return 1;
3208 } 3416 }
3209 3417
3210 SET_FLAG (op, FLAG_APPLIED); 3418 SET_FLAG (op, FLAG_APPLIED);
3211 who->change_skill (skop); 3419 who->change_skill (skop);
3212 3420
3213 if (who->contr) 3421 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op); 3422 who->change_weapon (who->contr->combat_ob = op);
3215 3423
3216 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3424 who->statusmsg (format ("You wield %s.", query_name (op)));
3217 3425
3218 SET_FLAG (who, FLAG_READY_WEAPON); 3426 SET_FLAG (who, FLAG_READY_WEAPON);
3219 change_abil (who, op); 3427 change_abil (who, op);
3220 break; 3428 break;
3221 3429
3228 case BRACERS: 3436 case BRACERS:
3229 case CLOAK: 3437 case CLOAK:
3230 case RING: 3438 case RING:
3231 case AMULET: 3439 case AMULET:
3232 SET_FLAG (op, FLAG_APPLIED); 3440 SET_FLAG (op, FLAG_APPLIED);
3233 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3441 who->statusmsg (format ("You wear %s.", query_name (op)));
3234 change_abil (who, op); 3442 change_abil (who, op);
3235 break; 3443 break;
3236
3237 case LAMP:
3238 if (op->stats.food < 1)
3239 {
3240 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3241 return 1;
3242 }
3243
3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3245 tmp2 = arch_to_object (op->other_arch);
3246 tmp2->stats.food = op->stats.food;
3247 SET_FLAG (tmp2, FLAG_APPLIED);
3248
3249 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3250 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3251
3252 insert_ob_in_ob (tmp2, who);
3253
3254 /* Remove the old lantern */
3255 if (who->type == PLAYER)
3256 esrv_del_item (who->contr, op->count);
3257
3258 op->destroy ();
3259
3260 /* insert the portion that was split off */
3261 if (tmp)
3262 {
3263 insert_ob_in_ob (tmp, who);
3264 if (who->type == PLAYER)
3265 esrv_send_item (who, tmp);
3266 }
3267
3268 who->update_stats ();
3269
3270 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3271 if (who->type == PLAYER)
3272 {
3273 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3274 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3275 }
3276
3277 if (who->type == PLAYER)
3278 esrv_send_item (who, tmp2);
3279
3280 return 0;
3281 3444
3282 case SKILL_TOOL: 3445 case SKILL_TOOL:
3283 // applying a skill tool also readies the skill 3446 // applying a skill tool also readies the skill
3284 SET_FLAG (op, FLAG_APPLIED); 3447 SET_FLAG (op, FLAG_APPLIED);
3285 3448
3306 who->change_weapon (pl->combat_ob = item); 3469 who->change_weapon (pl->combat_ob = item);
3307 goto found_weapon; 3470 goto found_weapon;
3308 } 3471 }
3309 } 3472 }
3310 3473
3474 who->failmsg (format (
3311 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill); 3475 "You need to apply a '%s' melee weapon before readying this skill. "
3476 "H<Some skills need an item, in this case a melee weapon, to function.>",
3477 &op->skill
3478 ));
3312 return 1; 3479 return 1;
3313 3480
3314 found_weapon:; 3481 found_weapon:;
3315 } 3482 }
3316 else 3483 else
3326 //TODO: bows should/must all have skill missile weapon right now 3493 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item); 3494 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow; 3495 goto found_bow;
3329 } 3496 }
3330 3497
3498 who->failmsg (
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3499 "You need to apply a missile weapon before readying this skill. "
3500 "H<Some skills need an item, in this case a missile weapon, to function.>"
3501 );
3332 return 1; 3502 return 1;
3333 3503
3334 found_bow:; 3504 found_bow:;
3335 } 3505 }
3336 else 3506 else
3337 who->change_weapon (pl->ranged_ob = op); 3507 who->change_weapon (pl->ranged_ob = op);
3338 } 3508 }
3339 3509
3340 if (!op->invisible) 3510 if (!op->invisible)
3341 { 3511 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3512 who->statusmsg (format (
3343 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3513 "You ready %s."
3514 "You can now use the skill: %s.",
3515 query_name (op),
3516 &op->skill
3517 ));
3344 } 3518 }
3345 else 3519 else
3346 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3520 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3347 } 3521 }
3348 else 3522 else
3349 { 3523 {
3350 SET_FLAG (op, FLAG_APPLIED); 3524 SET_FLAG (op, FLAG_APPLIED);
3351 change_abil (who, op); 3525 change_abil (who, op);
3356 break; 3530 break;
3357 3531
3358 case BOW: 3532 case BOW:
3359 if (!check_weapon_power (who, op->last_eat)) 3533 if (!check_weapon_power (who, op->last_eat))
3360 { 3534 {
3361 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3535 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3362 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3363 3536
3364 if (tmp) 3537 if (tmp)
3365 insert_ob_in_ob (tmp, who); 3538 insert_ob_in_ob (tmp, who);
3366 3539
3367 return 1; 3540 return 1;
3368 } 3541 }
3369 3542
3370 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3543 if (op->level && !op->name.starts_with (who->name))
3371 { 3544 {
3372 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3545 who->failmsg ("The weapon does not recognize you as its owner. "
3546 "H<Its name indicates that it belongs to somebody else.>");
3373 if (tmp) 3547 if (tmp)
3374 insert_ob_in_ob (tmp, who); 3548 insert_ob_in_ob (tmp, who);
3375 3549
3376 return 1; 3550 return 1;
3377 } 3551 }
3382 case HORN: 3556 case HORN:
3383 /* check for skill, alter player status */ 3557 /* check for skill, alter player status */
3384 3558
3385 if (!skop) 3559 if (!skop)
3386 { 3560 {
3387 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3561 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3388 return 1; 3562 return 1;
3389 } 3563 }
3390 3564
3391 SET_FLAG (op, FLAG_APPLIED); 3565 SET_FLAG (op, FLAG_APPLIED);
3392 who->change_skill (skop); 3566 who->change_skill (skop);
3393 3567
3394 if (who->contr) 3568 if (who->contr)
3395 { 3569 {
3396 who->contr->ranged_ob = op; 3570 who->contr->ranged_ob = op;
3397 3571
3398 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3572 who->statusmsg (format ("You ready %s.", query_name (op)));
3399 3573
3400 if (op->type == BOW) 3574 if (op->type == BOW)
3401 { 3575 {
3402 who->current_weapon = op; 3576 who->current_weapon = op;
3403 change_abil (who, op); 3577 change_abil (who, op);
3404 new_draw_info_format (NDI_UNIQUE, 0, who,
3405 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3578 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3406 } 3579 }
3407 } 3580 }
3408 else 3581 else
3409 { 3582 {
3410 if (op->type == BOW) 3583 if (op->type == BOW)
3420 { 3593 {
3421 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3594 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3422 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3595 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3423 unapply_special (who, who->contr->ranged_ob, 0); 3596 unapply_special (who, who->contr->ranged_ob, 0);
3424 3597
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3598 who->statusmsg (format ("You ready your %s.", query_name (op)));
3426 3599
3427 who->contr->ranged_ob = op; 3600 who->contr->ranged_ob = op;
3428 } 3601 }
3429 break; 3602 break;
3430 3603
3431 default: 3604 default:
3432 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3605 who->statusmsg (format ("You apply %s.", query_name (op)));
3433 } /* end of switch op->type */ 3606 }
3434 3607
3435 SET_FLAG (op, FLAG_APPLIED); 3608 SET_FLAG (op, FLAG_APPLIED);
3436 3609
3437 if (tmp) 3610 if (tmp)
3438 tmp = insert_ob_in_ob (tmp, who); 3611 who->insert (tmp);
3439 3612
3440 who->update_stats (); 3613 who->update_stats ();
3441 3614
3442 /* We exclude spell casting objects. The fire code will set the 3615 /* We exclude spell casting objects. The fire code will set the
3443 * been applied flag when they are used - until that point, 3616 * been applied flag when they are used - until that point,
3445 */ 3618 */
3446 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3619 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3447 SET_FLAG (op, FLAG_BEEN_APPLIED); 3620 SET_FLAG (op, FLAG_BEEN_APPLIED);
3448 3621
3449 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3622 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3450 {
3451 if (who->type == PLAYER) 3623 if (who->type == PLAYER)
3452 { 3624 {
3453 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3625 who->failmsg (
3626 "Oops, it feels deadly cold! "
3627 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3628 );
3454 SET_FLAG (op, FLAG_KNOWN_CURSED); 3629 SET_FLAG (op, FLAG_KNOWN_CURSED);
3455 } 3630 }
3456 }
3457 3631
3458 if (who->type == PLAYER) 3632 if (object *pl = op->visible_to ())
3459 {
3460 /* if multiple objects were applied, update both slots */
3461 if (tmp)
3462 esrv_send_item (who, tmp);
3463
3464 esrv_send_item (who, op); 3633 esrv_send_item (pl, op);
3465 }
3466 3634
3467 return 0; 3635 return 0;
3468} 3636}
3469 3637
3470int 3638int
3471monster_apply_special (object *who, object *op, int aflags) 3639monster_apply_special (object *who, object *op, int aflags)
3472{ 3640{
3473 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3641 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3474 return 1; 3642 return 1;
3643
3475 return apply_special (who, op, aflags); 3644 return apply_special (who, op, aflags);
3476} 3645}
3477 3646
3478/** 3647/**
3479 * Map was just loaded, handle op's initialisation. 3648 * Map was just loaded, handle op's initialisation.
3483int 3652int
3484auto_apply (object *op) 3653auto_apply (object *op)
3485{ 3654{
3486 object *tmp = NULL, *tmp2; 3655 object *tmp = NULL, *tmp2;
3487 int i; 3656 int i;
3657
3658 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3488 3659
3489 switch (op->type) 3660 switch (op->type)
3490 { 3661 {
3491 case SHOP_FLOOR: 3662 case SHOP_FLOOR:
3492 if (!op->has_random_items ()) 3663 if (!op->has_random_items ())
3494 3665
3495 do 3666 do
3496 { 3667 {
3497 i = 10; /* let's give it 10 tries */ 3668 i = 10; /* let's give it 10 tries */
3498 while ((tmp = generate_treasure (op->randomitems, 3669 while ((tmp = generate_treasure (op->randomitems,
3499 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3670 op->stats.exp
3671 ? (int) op->stats.exp
3672 : max (op->map->difficulty, 5)))
3673 == NULL && --i);
3674
3500 if (tmp == NULL) 3675 if (tmp == NULL)
3501 return 0; 3676 return 0;
3677
3502 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3678 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3503 { 3679 {
3504 tmp->destroy (); 3680 tmp->destroy ();
3505 tmp = NULL; 3681 tmp = NULL;
3506 } 3682 }
3509 3685
3510 tmp->x = op->x; 3686 tmp->x = op->x;
3511 tmp->y = op->y; 3687 tmp->y = op->y;
3512 SET_FLAG (tmp, FLAG_UNPAID); 3688 SET_FLAG (tmp, FLAG_UNPAID);
3513 insert_ob_in_map (tmp, op->map, NULL, 0); 3689 insert_ob_in_map (tmp, op->map, NULL, 0);
3514 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3515 identify (tmp); 3690 identify (tmp);
3516 break; 3691 break;
3517 3692
3518 case TREASURE: 3693 case TREASURE:
3519 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3694 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3526 /* If we generated an object and put it in this object inventory, 3701 /* If we generated an object and put it in this object inventory,
3527 * move it to the parent object as the current object is about 3702 * move it to the parent object as the current object is about
3528 * to disappear. An example of this item is the random_* stuff 3703 * to disappear. An example of this item is the random_* stuff
3529 * that is put inside other objects. 3704 * that is put inside other objects.
3530 */ 3705 */
3531 for (tmp = op->inv; tmp; tmp = tmp2)
3532 {
3533 tmp2 = tmp->below;
3534 tmp->remove ();
3535
3536 if (op->env) 3706 if (op->env)
3537 insert_ob_in_ob (tmp, op->env); 3707 while (op->inv)
3538 else 3708 op->env->insert (op->inv);
3539 tmp->destroy ();
3540 }
3541 3709
3542 op->destroy (); 3710 op->destroy ();
3543 break; 3711 break;
3544 } 3712 }
3545 return tmp ? 1 : 0; 3713
3714 return !!tmp;
3546} 3715}
3547 3716
3548/** 3717/**
3549 * fix_auto_apply goes through the entire map every time a map 3718 * fix_auto_apply goes through the entire map every time a map
3550 * is loaded or swapped in and performs special actions for 3719 * is loaded or swapped in and performs special actions for
3564 3733
3565 if (tmp->inv) 3734 if (tmp->inv)
3566 { 3735 {
3567 object *invtmp, *invnext; 3736 object *invtmp, *invnext;
3568 3737
3569 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3738 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3570 { 3739 {
3571 invnext = invtmp->below; 3740 invnext = invtmp->below;
3572 3741
3573 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3742 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3574 auto_apply (invtmp); 3743 auto_apply (invtmp);
3575 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3744 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3576 { 3745 {
3577 while ((invtmp->stats.hp--) > 0) 3746 while (invtmp->stats.hp-- > 0)
3578 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3747 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3579 3748
3580 invtmp->randomitems = NULL; 3749 invtmp->randomitems = NULL;
3581 } 3750 }
3582 else if (invtmp && invtmp->arch 3751 else if (invtmp && invtmp->arch
3694 /* check for hp, sp change */ 3863 /* check for hp, sp change */
3695 if (food->stats.hp != 0) 3864 if (food->stats.hp != 0)
3696 { 3865 {
3697 if (QUERY_FLAG (food, FLAG_CURSED)) 3866 if (QUERY_FLAG (food, FLAG_CURSED))
3698 { 3867 {
3699 assign (who->contr->killer, food->name); 3868 who->contr->killer = food;
3700 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3869 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3701 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3870 who->failmsg ("Eck!...that was poisonous!");
3702 } 3871 }
3703 else 3872 else
3704 { 3873 {
3705 if (food->stats.hp > 0) 3874 if (food->stats.hp > 0)
3706 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3875 who->statusmsg ("You begin to feel better.");
3707 else 3876 else
3708 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3877 who->failmsg ("Eck!...that was poisonous!");
3878
3709 who->stats.hp += food->stats.hp; 3879 who->stats.hp += food->stats.hp;
3710 } 3880 }
3711 } 3881 }
3882
3712 if (food->stats.sp != 0) 3883 if (food->stats.sp != 0)
3713 { 3884 {
3714 if (QUERY_FLAG (food, FLAG_CURSED)) 3885 if (QUERY_FLAG (food, FLAG_CURSED))
3715 { 3886 {
3716 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3887 who->failmsg ("You are drained of mana!");
3717 who->stats.sp -= food->stats.sp; 3888 who->stats.sp -= food->stats.sp;
3718 if (who->stats.sp < 0) 3889 if (who->stats.sp < 0)
3719 who->stats.sp = 0; 3890 who->stats.sp = 0;
3720 } 3891 }
3721 else 3892 else
3722 { 3893 {
3723 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3894 who->statusmsg ("You feel a rush of magical energy!");
3724 who->stats.sp += food->stats.sp; 3895 who->stats.sp += food->stats.sp;
3725 /* place limit on max sp from food? */ 3896 /* place limit on max sp from food? */
3726 } 3897 }
3727 } 3898 }
3899
3728 who->update_stats (); 3900 who->update_stats ();
3729} 3901}
3730 3902
3731/**
3732 * Designed primarily to light torches/lanterns/etc.
3733 * Also burns up burnable material too. First object in the inventory is
3734 * the selected object to "burn". -b.t.
3735 */
3736void
3737apply_lighter (object *who, object *lighter)
3738{
3739 object *item;
3740 int is_player_env = 0;
3741
3742 item = find_marked_object (who);
3743 if (item)
3744 {
3745 if (lighter->last_eat && lighter->stats.food)
3746 { /* lighter gets used up */
3747 /* Split multiple lighters if they're being used up. Otherwise *
3748 * one charge from each would be used up. --DAMN */
3749 if (lighter->nrof > 1)
3750 {
3751 object *oneLighter = lighter->clone ();
3752
3753 lighter->nrof -= 1;
3754 oneLighter->nrof = 1;
3755 oneLighter->stats.food--;
3756 esrv_send_item (who, lighter);
3757 oneLighter = insert_ob_in_ob (oneLighter, who);
3758 esrv_send_item (who, oneLighter);
3759 }
3760 else
3761 lighter->stats.food--;
3762 }
3763 else if (lighter->last_eat)
3764 { /* no charges left in lighter */
3765 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3766 return;
3767 }
3768
3769 /* Perhaps we should split what we are trying to light on fire?
3770 * I can't see many times when you would want to light multiple
3771 * objects at once.
3772 */
3773
3774 if (who == item->in_player ())
3775 is_player_env = 1;
3776
3777 save_throw_object (item, AT_FIRE, who);
3778
3779 if (item->destroyed ())
3780 {
3781 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3782 /* Need to update the player so that the players glow radius
3783 * gets changed.
3784 */
3785 if (is_player_env)
3786 who->update_stats ();
3787 }
3788 else
3789 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3790 }
3791 else /* nothing to light */
3792 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3793
3794}
3795 3903
3796/** 3904/**
3797 * op made some mistake with a scroll, this takes care of punishment. 3905 * op made some mistake with a scroll, this takes care of punishment.
3798 * scroll_failure()- hacked directly from spell_failure 3906 * scroll_failure()- hacked directly from spell_failure
3799 */ 3907 */
3805 3913
3806 if (failure <= -1 && failure > -15) 3914 if (failure <= -1 && failure > -15)
3807 { /* wonder */ 3915 { /* wonder */
3808 object *tmp; 3916 object *tmp;
3809 3917
3810 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3918 op->failmsg ("Your spell warps!");
3811 tmp = get_archetype (SPELL_WONDER); 3919 tmp = get_archetype (SPELL_WONDER);
3812 cast_wonder (op, op, 0, tmp); 3920 cast_wonder (op, op, 0, tmp);
3813 tmp->destroy (); 3921 tmp->destroy ();
3814 } 3922 }
3815 else if (failure <= -15 && failure > -35) 3923 else if (failure <= -15 && failure > -35)
3816 { /* drain mana */ 3924 { /* drain mana */
3817 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3925 op->failmsg ("Your mana is drained!");
3818 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3926 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3819 if (op->stats.sp < 0) 3927 if (op->stats.sp < 0)
3820 op->stats.sp = 0; 3928 op->stats.sp = 0;
3821 } 3929 }
3822 else if (settings.spell_failure_effects == TRUE) 3930 else if (settings.spell_failure_effects == TRUE)
3823 { 3931 {
3824 if (failure <= -35 && failure > -60) 3932 if (failure <= -35 && failure > -60)
3825 { /* confusion */ 3933 { /* confusion */
3826 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3934 op->failmsg ("The magic recoils on you!");
3827 confuse_player (op, op, power); 3935 confuse_player (op, op, power);
3828 } 3936 }
3829 else if (failure <= -60 && failure > -70) 3937 else if (failure <= -60 && failure > -70)
3830 { /* paralysis */ 3938 { /* paralysis */
3831 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3939 op->failmsg ("The magic recoils and paralyzes you!");
3832 paralyze_player (op, op, power); 3940 paralyze_player (op, op, power);
3833 } 3941 }
3834 else if (failure <= -70 && failure > -80) 3942 else if (failure <= -70 && failure > -80)
3835 { /* blind */ 3943 { /* blind */
3836 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3944 op->failmsg ("The magic recoils on you!");
3837 blind_player (op, op, power); 3945 blind_player (op, op, power);
3838 } 3946 }
3839 else if (failure <= -80) 3947 else if (failure <= -80)
3840 { /* blast the immediate area */ 3948 { /* blast the immediate area */
3841 object *tmp = get_archetype (LOOSE_MANA); 3949 object *tmp = get_archetype (LOOSE_MANA);
3842 cast_magic_storm (op, tmp, power); 3950 cast_magic_storm (op, tmp, power);
3843 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3951 op->failmsg ("You unleash uncontrolled mana!");
3844 tmp->destroy (); 3952 tmp->destroy ();
3845 } 3953 }
3846 } 3954 }
3847} 3955}
3848 3956
3899 } 4007 }
3900 4008
3901 /* insert the randomitems from the change's treasurelist into 4009 /* insert the randomitems from the change's treasurelist into
3902 * the player ref: player.c 4010 * the player ref: player.c
3903 */ 4011 */
3904 if (change->randomitems != NULL) 4012 if (change->randomitems)
3905 give_initial_items (pl, change->randomitems); 4013 give_initial_items (pl, change->randomitems);
3906 4014
3907 /* set up the face, for some races. */ 4015 /* set up the face, for some races. */
3908 4016
3909 /* first, look for the force object banning 4017 /* first, look for the force object banning
3910 * changing the face. Certain races never change face with class. 4018 * changing the face. Certain races never change face with class.
3911 */ 4019 */
3912 for (walk = pl->inv; walk != NULL; walk = walk->below) 4020 for (walk = pl->inv; walk; walk = walk->below)
3913 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4021 if (walk->name == shstr_NOCLASSFACECHANGE)
3914 flag_change_face = 0; 4022 flag_change_face = 0;
3915 4023
3916 if (flag_change_face) 4024 if (flag_change_face)
3917 { 4025 {
3918 pl->animation_id = GET_ANIM_ID (change);
3919 pl->face = change->face; 4026 pl->face = change->face;
3920 4027 pl->animation_id = change->animation_id;
3921 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4028 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3922 SET_FLAG (pl, FLAG_ANIMATE);
3923 else
3924 CLEAR_FLAG (pl, FLAG_ANIMATE);
3925 } 4029 }
3926 4030
3927 /* check the special case of can't use weapons */ 4031 /* check the special case of can't use weapons */
3928 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4032 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3929 if (!strcmp (change->name, "monk")) 4033 if (change->name == shstr_monk)
3930 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4034 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3931 4035
3932 break; 4036 break;
3933 } 4037 }
3934 } 4038 }
3955 char got[MAX_BUF]; 4059 char got[MAX_BUF];
3956 int len; 4060 int len;
3957 4061
3958 if (!pl || !transformer) 4062 if (!pl || !transformer)
3959 return; 4063 return;
4064
3960 marked = find_marked_object (pl); 4065 marked = find_marked_object (pl);
4066
3961 if (!marked) 4067 if (!marked)
3962 { 4068 {
3963 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4069 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3964 return; 4070 return;
3965 } 4071 }
4072
3966 if (!marked->slaying) 4073 if (!marked->slaying)
3967 { 4074 {
3968 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4075 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3969 return; 4076 return;
3970 } 4077 }
4078
3971 /* check whether they are compatible or not */ 4079 /* check whether they are compatible or not */
3972 find = strstr (marked->slaying, transformer->arch->archname); 4080 find = strstr (&marked->slaying, transformer->arch->archname);
3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4081 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3974 { 4082 {
3975 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4083 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3976 return; 4084 return;
3977 } 4085 }
4086
3978 find += strlen (transformer->arch->archname) + 1; 4087 find += strlen (transformer->arch->archname) + 1;
3979 /* Item can be used, now find how many and what it yields */ 4088 /* Item can be used, now find how many and what it yields */
3980 if (isdigit (*(find))) 4089 if (isdigit (*(find)))
3981 { 4090 {
3982 yield = atoi (find); 4091 yield = atoi (find);
3989 else 4098 else
3990 yield = 1; 4099 yield = 1;
3991 4100
3992 while (isdigit (*find)) 4101 while (isdigit (*find))
3993 find++; 4102 find++;
4103
3994 while (*find == ' ') 4104 while (*find == ' ')
3995 find++; 4105 find++;
4106
3996 memset (got, 0, MAX_BUF); 4107 memset (got, 0, MAX_BUF);
4108
3997 if ((separator = strchr (find, ';')) != NULL) 4109 if ((separator = strchr (find, ';')) != NULL)
3998 {
3999 len = separator - find; 4110 len = separator - find;
4000 }
4001 else 4111 else
4002 {
4003 len = strlen (find); 4112 len = strlen (find);
4004 } 4113
4005 if (len > MAX_BUF - 1) 4114 if (len > MAX_BUF - 1)
4006 len = MAX_BUF - 1; 4115 len = MAX_BUF - 1;
4116
4007 strcpy (got, find); 4117 strcpy (got, find);
4008 got[len] = '\0'; 4118 got[len] = '\0';
4009 4119
4010 /* Now create new item, remove used ones when required. */ 4120 /* Now create new item, remove used ones when required. */
4011 new_item = get_archetype (got); 4121 new_item = get_archetype (got);
4012 if (!new_item) 4122 if (!new_item)
4013 { 4123 {
4014 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4124 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4015 return; 4125 return;
4016 } 4126 }
4017 4127
4018 new_item->nrof = yield; 4128 new_item->nrof = yield;
4129
4019 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4130 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4020 insert_ob_in_ob (new_item, pl); 4131
4021 esrv_send_inventory (pl, pl); 4132 pl->insert (new_item);
4022 /* Eat up one item */ 4133 /* Eat up one item */
4023 decrease_ob_nr (marked, 1); 4134 marked->decrease ();
4135
4024 /* Eat one transformer if needed */ 4136 /* Eat one transformer if needed */
4025 if (transformer->stats.food) 4137 if (transformer->stats.food)
4026 if (--transformer->stats.food == 0) 4138 if (--transformer->stats.food == 0)
4027 decrease_ob_nr (transformer, 1); 4139 transformer->decrease ();
4028} 4140}
4141

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